Coverage Report

Created: 2023-11-11 02:21

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.90 WIP
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// (main code and documentation)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// Resources:
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// - FAQ                   https://dearimgui.com/faq
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// - Getting Started       https://dearimgui.com/getting-started
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// - Homepage              https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// - Tests & Automation    https://github.com/ocornut/imgui_test_engine
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Copyright (c) 2014-2023 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed primarily for developers and content-creators, not the typical end-user!
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 Some of the current weaknesses (which we aim to address in the future) includes:
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 - Doesn't look fancy.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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   data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - This codebase aims to be highly optimized:
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   - A typical idle frame should never call malloc/free.
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   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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 - This codebase aims to be both highly opinionated and highly flexible:
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   - This code works because of the things it choose to solve or not solve.
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   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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     This is to increase compatibility, increase maintainability and facilitate use from other languages.
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   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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     (so don't use ImVector in your code or at our own risk!).
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   - Building: We don't use nor mandate a build system for the main library.
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     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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     This is also because providing a build system for the main library would be of little-value.
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     The build problems are almost never coming from the main library but from specific backends.
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Update submodule or copy/overwrite every file.
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 - About imconfig.h:
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   - You may modify your copy of imconfig.h, in this case don't overwrite it.
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   - or you may locally branch to modify imconfig.h and merge/rebase latest.
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   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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     specify a custom path for your imconfig.h file and instead not have to modify the default one.
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date!
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ and example applications for details about this!
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
402
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
403
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
404
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
405
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
406
407
                 // The texture for the draw call is specified by pcmd->GetTexID().
408
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
409
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
410
411
                 // Render 'pcmd->ElemCount/3' indexed triangles.
412
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
413
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
414
             }
415
          }
416
       }
417
    }
418
419
420
 API BREAKING CHANGES
421
 ====================
422
423
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
424
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
425
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
426
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
427
428
(Docking/Viewport Branch)
429
 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
430
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
431
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
432
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
433
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
434
435
 - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
436
                           - old: BeginChild("Name", size, true)
437
                           - new: BeginChild("Name", size, ImGuiChildFlags_Border)
438
                           - old: BeginChild("Name", size, false)
439
                           - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
440
 - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
441
                           - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
442
                           - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
443
 - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
444
 - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
445
 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
446
                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
447
                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
448
                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
449
                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
450
 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
451
                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
452
                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
453
                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
454
 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
455
 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
456
 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
457
 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
458
 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
459
 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
460
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
461
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
462
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
463
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
464
                           - ListBoxFooter()  -> use EndListBox()
465
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
466
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
467
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
468
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
469
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
470
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
471
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
472
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
473
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
474
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
475
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
476
                         it has been frequently requested by people to use our own. We had an opt-in define which was
477
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
478
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
479
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
480
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
481
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
482
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
483
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
484
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
485
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
486
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
487
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
488
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
489
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
490
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
491
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
492
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
493
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
494
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
495
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
496
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
497
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
498
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
499
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
500
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
501
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
502
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
503
                         - previously this would make the window content size ~200x200:
504
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
505
                         - instead, please submit an item:
506
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
507
                         - alternative:
508
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
509
                         - content size is now only extended when submitting an item!
510
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
511
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
512
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
513
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
514
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
515
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
516
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
517
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
518
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
519
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
520
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
521
                        - Official backends from 1.87+                  -> no issue.
522
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
523
                        - Custom backends not writing to io.NavInputs[] -> no issue.
524
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
525
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
526
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
527
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
528
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
529
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
530
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
531
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
532
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
533
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
534
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
535
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
536
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
537
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
538
                       read https://github.com/ocornut/imgui/issues/4921 for details.
539
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
540
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
541
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
542
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
543
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
544
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
545
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
546
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
547
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
548
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
549
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
550
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
551
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
552
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
553
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
554
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
555
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
556
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
557
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
558
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
559
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
560
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
561
                        - if you are using official backends from the source tree: you have nothing to do.
562
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
563
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
564
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
565
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
566
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
567
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
568
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
569
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
570
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
571
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
572
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
573
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
574
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
575
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
576
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
577
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
578
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
579
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
580
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
581
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
582
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
583
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
584
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
585
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
586
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
587
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
588
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
589
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
590
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
591
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
592
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
593
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
594
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
595
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
596
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
597
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
598
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
599
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
600
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
601
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
602
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
603
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
604
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
605
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
606
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
607
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
608
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
609
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
610
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
611
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
612
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
613
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
614
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
615
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
616
                       - if you omitted the 'power' parameter (likely!), you are not affected.
617
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
618
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
619
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
620
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
621
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
622
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
623
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
624
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
625
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
626
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
627
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
628
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
629
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
630
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
631
                       - ShowTestWindow()                    -> use ShowDemoWindow()
632
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
633
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
634
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
635
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
636
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
637
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
638
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
639
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
640
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
641
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
642
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
643
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
644
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
645
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
646
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
647
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
648
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
649
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
650
                       - ImFont::Glyph                       -> use ImFontGlyph
651
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
652
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
653
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
654
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
655
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
656
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
657
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
658
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
659
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
660
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
661
                       Please reach out if you are affected.
662
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
663
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
664
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
665
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
666
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
667
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
668
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
669
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
670
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
671
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
672
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
673
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
674
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
675
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
676
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
677
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
678
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
679
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
680
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
681
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
682
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
683
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
684
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
685
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
686
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
687
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
688
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
689
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
690
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
691
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
692
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
693
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
694
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
695
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
696
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
697
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
698
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
699
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
700
                       consistent with other functions. Kept redirection functions (will obsolete).
701
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
702
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
703
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
704
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
705
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
706
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
707
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
708
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
709
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
710
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
711
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
712
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
713
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
714
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
715
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
716
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
717
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
718
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
719
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
720
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
721
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
722
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
723
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
724
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
725
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
726
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
727
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
728
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
729
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
730
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
731
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
732
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
733
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
734
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
735
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
736
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
737
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
738
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
739
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
740
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
741
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
742
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
743
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
744
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
745
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
746
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
747
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
748
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
749
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
750
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
751
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
752
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
753
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
754
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
755
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
756
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
757
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
758
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
759
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
760
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
761
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
762
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
763
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
764
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
765
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
766
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
767
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
768
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
769
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
770
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
771
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
772
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
773
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
774
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
775
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
776
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
777
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
778
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
779
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
780
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
781
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
782
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
783
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
784
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
785
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
786
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
787
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
788
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
789
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
790
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
791
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
792
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
793
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
794
                     - the signature of the io.RenderDrawListsFn handler has changed!
795
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
796
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
797
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
798
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
799
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
800
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
801
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
802
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
803
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
804
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
805
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
806
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
807
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
808
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
809
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
810
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
811
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
812
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
813
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
814
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
815
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
816
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
817
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
818
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
819
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
820
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
821
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
822
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
823
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
824
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
825
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
826
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
827
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
828
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
829
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
830
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
831
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
832
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
833
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
834
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
835
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
836
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
837
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
838
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
839
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
840
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
841
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
842
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
843
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
844
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
845
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
846
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
847
848
849
 FREQUENTLY ASKED QUESTIONS (FAQ)
850
 ================================
851
852
 Read all answers online:
853
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
854
 Read all answers locally (with a text editor or ideally a Markdown viewer):
855
   docs/FAQ.md
856
 Some answers are copied down here to facilitate searching in code.
857
858
 Q&A: Basics
859
 ===========
860
861
 Q: Where is the documentation?
862
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
863
    - Run the examples/ applications and explore them.
864
    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
865
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
866
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
867
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
868
    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
869
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
870
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
871
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
872
    - Your programming IDE is your friend, find the type or function declaration to find comments
873
      associated with it.
874
875
 Q: What is this library called?
876
 Q: Which version should I get?
877
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
878
 >> See https://www.dearimgui.com/faq for details.
879
880
 Q&A: Integration
881
 ================
882
883
 Q: How to get started?
884
 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
885
886
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
887
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
888
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
889
890
 Q. How can I enable keyboard or gamepad controls?
891
 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
892
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
893
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
894
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
895
 >> See https://www.dearimgui.com/faq
896
897
 Q&A: Usage
898
 ----------
899
900
 Q: About the ID Stack system..
901
   - Why is my widget not reacting when I click on it?
902
   - How can I have widgets with an empty label?
903
   - How can I have multiple widgets with the same label?
904
   - How can I have multiple windows with the same label?
905
 Q: How can I display an image? What is ImTextureID, how does it work?
906
 Q: How can I use my own math types instead of ImVec2?
907
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
908
 Q: How can I display custom shapes? (using low-level ImDrawList API)
909
 >> See https://www.dearimgui.com/faq
910
911
 Q&A: Fonts, Text
912
 ================
913
914
 Q: How should I handle DPI in my application?
915
 Q: How can I load a different font than the default?
916
 Q: How can I easily use icons in my application?
917
 Q: How can I load multiple fonts?
918
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
919
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
920
921
 Q&A: Concerns
922
 =============
923
924
 Q: Who uses Dear ImGui?
925
 Q: Can you create elaborate/serious tools with Dear ImGui?
926
 Q: Can you reskin the look of Dear ImGui?
927
 Q: Why using C++ (as opposed to C)?
928
 >> See https://www.dearimgui.com/faq
929
930
 Q&A: Community
931
 ==============
932
933
 Q: How can I help?
934
 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
935
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
936
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
937
      Also see https://github.com/ocornut/imgui/wiki/Sponsors
938
    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
939
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
940
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
941
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
942
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
943
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
944
945
*/
946
947
//-------------------------------------------------------------------------
948
// [SECTION] INCLUDES
949
//-------------------------------------------------------------------------
950
951
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
952
#define _CRT_SECURE_NO_WARNINGS
953
#endif
954
955
#ifndef IMGUI_DEFINE_MATH_OPERATORS
956
#define IMGUI_DEFINE_MATH_OPERATORS
957
#endif
958
959
#include "imgui.h"
960
#ifndef IMGUI_DISABLE
961
#include "imgui_internal.h"
962
963
// System includes
964
#include <stdio.h>      // vsnprintf, sscanf, printf
965
#include <stdint.h>     // intptr_t
966
967
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
968
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
969
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
970
#endif
971
972
// [Windows] OS specific includes (optional)
973
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
974
#define IMGUI_DISABLE_WIN32_FUNCTIONS
975
#endif
976
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
977
#ifndef WIN32_LEAN_AND_MEAN
978
#define WIN32_LEAN_AND_MEAN
979
#endif
980
#ifndef NOMINMAX
981
#define NOMINMAX
982
#endif
983
#ifndef __MINGW32__
984
#include <Windows.h>        // _wfopen, OpenClipboard
985
#else
986
#include <windows.h>
987
#endif
988
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
989
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
990
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
991
#endif
992
#endif
993
994
// [Apple] OS specific includes
995
#if defined(__APPLE__)
996
#include <TargetConditionals.h>
997
#endif
998
999
// Visual Studio warnings
1000
#ifdef _MSC_VER
1001
#pragma warning (disable: 4127)             // condition expression is constant
1002
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
1003
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
1004
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
1005
#endif
1006
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
1007
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1008
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1009
#endif
1010
1011
// Clang/GCC warnings with -Weverything
1012
#if defined(__clang__)
1013
#if __has_warning("-Wunknown-warning-option")
1014
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
1015
#endif
1016
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
1017
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
1018
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
1019
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
1020
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
1021
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
1022
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
1023
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1024
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
1025
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
1026
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
1027
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
1028
#elif defined(__GNUC__)
1029
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1030
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
1031
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
1032
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
1033
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1034
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
1035
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1036
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
1037
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1038
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
1039
#endif
1040
1041
// Debug options
1042
238k
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1043
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
1044
1045
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1046
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
1047
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
1048
1049
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1050
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1051
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1052
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1053
1054
// Tooltip offset
1055
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1056
1057
// Docking
1058
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1059
1060
//-------------------------------------------------------------------------
1061
// [SECTION] FORWARD DECLARATIONS
1062
//-------------------------------------------------------------------------
1063
1064
static void             SetCurrentWindow(ImGuiWindow* window);
1065
static void             FindHoveredWindow();
1066
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1067
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1068
1069
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1070
1071
// Settings
1072
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1073
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1074
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1075
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1076
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1077
1078
// Platform Dependents default implementation for IO functions
1079
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1080
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1081
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1082
1083
namespace ImGui
1084
{
1085
// Navigation
1086
static void             NavUpdate();
1087
static void             NavUpdateWindowing();
1088
static void             NavUpdateWindowingOverlay();
1089
static void             NavUpdateCancelRequest();
1090
static void             NavUpdateCreateMoveRequest();
1091
static void             NavUpdateCreateTabbingRequest();
1092
static float            NavUpdatePageUpPageDown();
1093
static inline void      NavUpdateAnyRequestFlag();
1094
static void             NavUpdateCreateWrappingRequest();
1095
static void             NavEndFrame();
1096
static bool             NavScoreItem(ImGuiNavItemData* result);
1097
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1098
static void             NavProcessItem();
1099
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1100
static ImVec2           NavCalcPreferredRefPos();
1101
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1102
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1103
static void             NavRestoreLayer(ImGuiNavLayer layer);
1104
static int              FindWindowFocusIndex(ImGuiWindow* window);
1105
1106
// Error Checking and Debug Tools
1107
static void             ErrorCheckNewFrameSanityChecks();
1108
static void             ErrorCheckEndFrameSanityChecks();
1109
static void             UpdateDebugToolItemPicker();
1110
static void             UpdateDebugToolStackQueries();
1111
1112
// Inputs
1113
static void             UpdateKeyboardInputs();
1114
static void             UpdateMouseInputs();
1115
static void             UpdateMouseWheel();
1116
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1117
1118
// Misc
1119
static void             UpdateSettings();
1120
static int              UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1121
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1122
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1123
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1124
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1125
static void             RenderDimmedBackgrounds();
1126
1127
// Viewports
1128
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1129
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1130
static void             DestroyViewport(ImGuiViewportP* viewport);
1131
static void             UpdateViewportsNewFrame();
1132
static void             UpdateViewportsEndFrame();
1133
static void             WindowSelectViewport(ImGuiWindow* window);
1134
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1135
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1136
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1137
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1138
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1139
static int              FindPlatformMonitorForRect(const ImRect& r);
1140
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1141
1142
}
1143
1144
//-----------------------------------------------------------------------------
1145
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1146
//-----------------------------------------------------------------------------
1147
1148
// DLL users:
1149
// - Heaps and globals are not shared across DLL boundaries!
1150
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1151
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1152
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1153
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1154
1155
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1156
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1157
//   Change to a different context by calling ImGui::SetCurrentContext().
1158
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1159
//   If you want thread-safety to allow N threads to access N different contexts:
1160
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1161
//         struct ImGuiContext;
1162
//         extern thread_local ImGuiContext* MyImGuiTLS;
1163
//         #define GImGui MyImGuiTLS
1164
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1165
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1166
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1167
// - DLL users: read comments above.
1168
#ifndef GImGui
1169
ImGuiContext*   GImGui = NULL;
1170
#endif
1171
1172
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1173
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1174
// - DLL users: read comments above.
1175
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1176
3.71k
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1177
3.56k
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1178
#else
1179
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1180
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1181
#endif
1182
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1183
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1184
static void*                GImAllocatorUserData = NULL;
1185
1186
//-----------------------------------------------------------------------------
1187
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1188
//-----------------------------------------------------------------------------
1189
1190
ImGuiStyle::ImGuiStyle()
1191
3
{
1192
3
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1193
3
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1194
3
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1195
3
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1196
3
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1197
3
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1198
3
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1199
3
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1200
3
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1201
3
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1202
3
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1203
3
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1204
3
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1205
3
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1206
3
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1207
3
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1208
3
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1209
3
    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.
1210
3
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1211
3
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1212
3
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1213
3
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1214
3
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1215
3
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1216
3
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1217
3
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1218
3
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1219
3
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1220
3
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1221
3
    TabBarBorderSize        = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1222
3
    TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1223
3
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1224
3
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1225
3
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1226
3
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1227
3
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1228
3
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1229
3
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1230
3
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1231
3
    DockingSeparatorSize    = 2.0f;             // Thickness of resizing border between docked windows
1232
3
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1233
3
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1234
3
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1235
3
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1236
3
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1237
3
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1238
1239
    // Behaviors
1240
3
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1241
3
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1242
3
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1243
3
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1244
3
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1245
1246
    // Default theme
1247
3
    ImGui::StyleColorsDark(this);
1248
3
}
1249
1250
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1251
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1252
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1253
0
{
1254
0
    WindowPadding = ImTrunc(WindowPadding * scale_factor);
1255
0
    WindowRounding = ImTrunc(WindowRounding * scale_factor);
1256
0
    WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1257
0
    ChildRounding = ImTrunc(ChildRounding * scale_factor);
1258
0
    PopupRounding = ImTrunc(PopupRounding * scale_factor);
1259
0
    FramePadding = ImTrunc(FramePadding * scale_factor);
1260
0
    FrameRounding = ImTrunc(FrameRounding * scale_factor);
1261
0
    ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1262
0
    ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1263
0
    CellPadding = ImTrunc(CellPadding * scale_factor);
1264
0
    TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1265
0
    IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1266
0
    ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1267
0
    ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1268
0
    ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1269
0
    GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1270
0
    GrabRounding = ImTrunc(GrabRounding * scale_factor);
1271
0
    LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1272
0
    TabRounding = ImTrunc(TabRounding * scale_factor);
1273
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1274
0
    SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1275
0
    DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1276
0
    DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1277
0
    DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1278
0
    MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1279
0
}
1280
1281
ImGuiIO::ImGuiIO()
1282
3
{
1283
    // Most fields are initialized with zero
1284
3
    memset(this, 0, sizeof(*this));
1285
3
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1286
1287
    // Settings
1288
3
    ConfigFlags = ImGuiConfigFlags_None;
1289
3
    BackendFlags = ImGuiBackendFlags_None;
1290
3
    DisplaySize = ImVec2(-1.0f, -1.0f);
1291
3
    DeltaTime = 1.0f / 60.0f;
1292
3
    IniSavingRate = 5.0f;
1293
3
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1294
3
    LogFilename = "imgui_log.txt";
1295
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1296
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1297
        KeyMap[i] = -1;
1298
#endif
1299
3
    UserData = NULL;
1300
1301
3
    Fonts = NULL;
1302
3
    FontGlobalScale = 1.0f;
1303
3
    FontDefault = NULL;
1304
3
    FontAllowUserScaling = false;
1305
3
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1306
1307
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1308
3
    ConfigDockingNoSplit = false;
1309
3
    ConfigDockingWithShift = false;
1310
3
    ConfigDockingAlwaysTabBar = false;
1311
3
    ConfigDockingTransparentPayload = false;
1312
1313
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1314
3
    ConfigViewportsNoAutoMerge = false;
1315
3
    ConfigViewportsNoTaskBarIcon = false;
1316
3
    ConfigViewportsNoDecoration = true;
1317
3
    ConfigViewportsNoDefaultParent = false;
1318
1319
    // Miscellaneous options
1320
3
    MouseDrawCursor = false;
1321
#ifdef __APPLE__
1322
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1323
#else
1324
3
    ConfigMacOSXBehaviors = false;
1325
3
#endif
1326
3
    ConfigInputTrickleEventQueue = true;
1327
3
    ConfigInputTextCursorBlink = true;
1328
3
    ConfigInputTextEnterKeepActive = false;
1329
3
    ConfigDragClickToInputText = false;
1330
3
    ConfigWindowsResizeFromEdges = true;
1331
3
    ConfigWindowsMoveFromTitleBarOnly = false;
1332
3
    ConfigMemoryCompactTimer = 60.0f;
1333
3
    ConfigDebugBeginReturnValueOnce = false;
1334
3
    ConfigDebugBeginReturnValueLoop = false;
1335
1336
    // Inputs Behaviors
1337
3
    MouseDoubleClickTime = 0.30f;
1338
3
    MouseDoubleClickMaxDist = 6.0f;
1339
3
    MouseDragThreshold = 6.0f;
1340
3
    KeyRepeatDelay = 0.275f;
1341
3
    KeyRepeatRate = 0.050f;
1342
1343
    // Platform Functions
1344
    // Note: Initialize() will setup default clipboard/ime handlers.
1345
3
    BackendPlatformName = BackendRendererName = NULL;
1346
3
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1347
3
    PlatformLocaleDecimalPoint = '.';
1348
1349
    // Input (NB: we already have memset zero the entire structure!)
1350
3
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1351
3
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1352
3
    MouseSource = ImGuiMouseSource_Mouse;
1353
18
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1354
465
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1355
3
    AppAcceptingEvents = true;
1356
3
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1357
3
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1358
3
}
1359
1360
// Pass in translated ASCII characters for text input.
1361
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1362
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1363
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1364
void ImGuiIO::AddInputCharacter(unsigned int c)
1365
13.8k
{
1366
13.8k
    IM_ASSERT(Ctx != NULL);
1367
13.8k
    ImGuiContext& g = *Ctx;
1368
13.8k
    if (c == 0 || !AppAcceptingEvents)
1369
4.16k
        return;
1370
1371
9.63k
    ImGuiInputEvent e;
1372
9.63k
    e.Type = ImGuiInputEventType_Text;
1373
9.63k
    e.Source = ImGuiInputSource_Keyboard;
1374
9.63k
    e.EventId = g.InputEventsNextEventId++;
1375
9.63k
    e.Text.Char = c;
1376
9.63k
    g.InputEventsQueue.push_back(e);
1377
9.63k
}
1378
1379
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1380
// we should save the high surrogate.
1381
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1382
7.13k
{
1383
7.13k
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1384
478
        return;
1385
1386
6.66k
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1387
2.02k
    {
1388
2.02k
        if (InputQueueSurrogate != 0)
1389
758
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1390
2.02k
        InputQueueSurrogate = c;
1391
2.02k
        return;
1392
2.02k
    }
1393
1394
4.63k
    ImWchar cp = c;
1395
4.63k
    if (InputQueueSurrogate != 0)
1396
1.21k
    {
1397
1.21k
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1398
881
        {
1399
881
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1400
881
        }
1401
329
        else
1402
329
        {
1403
329
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1404
329
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1405
#else
1406
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1407
#endif
1408
329
        }
1409
1410
1.21k
        InputQueueSurrogate = 0;
1411
1.21k
    }
1412
4.63k
    AddInputCharacter((unsigned)cp);
1413
4.63k
}
1414
1415
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1416
161
{
1417
161
    if (!AppAcceptingEvents)
1418
0
        return;
1419
161
    while (*utf8_chars != 0)
1420
0
    {
1421
0
        unsigned int c = 0;
1422
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1423
0
        AddInputCharacter(c);
1424
0
    }
1425
161
}
1426
1427
// Clear all incoming events.
1428
void ImGuiIO::ClearEventsQueue()
1429
0
{
1430
0
    IM_ASSERT(Ctx != NULL);
1431
0
    ImGuiContext& g = *Ctx;
1432
0
    g.InputEventsQueue.clear();
1433
0
}
1434
1435
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1436
void ImGuiIO::ClearInputKeys()
1437
20.4k
{
1438
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1439
    memset(KeysDown, 0, sizeof(KeysDown));
1440
#endif
1441
3.17M
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1442
3.15M
    {
1443
3.15M
        KeysData[n].Down             = false;
1444
3.15M
        KeysData[n].DownDuration     = -1.0f;
1445
3.15M
        KeysData[n].DownDurationPrev = -1.0f;
1446
3.15M
    }
1447
20.4k
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1448
20.4k
    KeyMods = ImGuiMod_None;
1449
20.4k
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1450
122k
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1451
102k
    {
1452
102k
        MouseDown[n] = false;
1453
102k
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1454
102k
    }
1455
20.4k
    MouseWheel = MouseWheelH = 0.0f;
1456
20.4k
    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1457
20.4k
}
1458
1459
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1460
// Current frame character buffer is now also cleared by ClearInputKeys().
1461
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1462
void ImGuiIO::ClearInputCharacters()
1463
{
1464
    InputQueueCharacters.resize(0);
1465
}
1466
#endif
1467
1468
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1469
30.8k
{
1470
30.8k
    ImGuiContext& g = *ctx;
1471
52.1k
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1472
29.5k
    {
1473
29.5k
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1474
29.5k
        if (e->Type != type)
1475
17.4k
            continue;
1476
12.1k
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1477
1.54k
            continue;
1478
10.5k
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1479
2.31k
            continue;
1480
8.25k
        return e;
1481
10.5k
    }
1482
22.6k
    return NULL;
1483
30.8k
}
1484
1485
// Queue a new key down/up event.
1486
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1487
// - bool down:          Is the key down? use false to signify a key release.
1488
// - float analog_value: 0.0f..1.0f
1489
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1490
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1491
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1492
7.61k
{
1493
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1494
7.61k
    IM_ASSERT(Ctx != NULL);
1495
7.61k
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1496
0
        return;
1497
7.61k
    ImGuiContext& g = *Ctx;
1498
7.61k
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1499
7.61k
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1500
7.61k
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1501
1502
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1503
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1504
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1505
    if (BackendUsingLegacyKeyArrays == -1)
1506
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1507
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1508
    BackendUsingLegacyKeyArrays = 0;
1509
#endif
1510
7.61k
    if (ImGui::IsGamepadKey(key))
1511
87
        BackendUsingLegacyNavInputArray = false;
1512
1513
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1514
7.61k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1515
7.61k
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1516
7.61k
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1517
7.61k
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1518
7.61k
    if (latest_key_down == down && latest_key_analog == analog_value)
1519
1.46k
        return;
1520
1521
    // Add event
1522
6.14k
    ImGuiInputEvent e;
1523
6.14k
    e.Type = ImGuiInputEventType_Key;
1524
6.14k
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1525
6.14k
    e.EventId = g.InputEventsNextEventId++;
1526
6.14k
    e.Key.Key = key;
1527
6.14k
    e.Key.Down = down;
1528
6.14k
    e.Key.AnalogValue = analog_value;
1529
6.14k
    g.InputEventsQueue.push_back(e);
1530
6.14k
}
1531
1532
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1533
1.95k
{
1534
1.95k
    if (!AppAcceptingEvents)
1535
0
        return;
1536
1.95k
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1537
1.95k
}
1538
1539
// [Optional] Call after AddKeyEvent().
1540
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1541
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1542
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1543
0
{
1544
0
    if (key == ImGuiKey_None)
1545
0
        return;
1546
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1547
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1548
0
    IM_UNUSED(native_keycode);  // Yet unused
1549
0
    IM_UNUSED(native_scancode); // Yet unused
1550
1551
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1552
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1553
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1554
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1555
        return;
1556
    KeyMap[legacy_key] = key;
1557
    KeyMap[key] = legacy_key;
1558
#else
1559
0
    IM_UNUSED(key);
1560
0
    IM_UNUSED(native_legacy_index);
1561
0
#endif
1562
0
}
1563
1564
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1565
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1566
0
{
1567
0
    AppAcceptingEvents = accepting_events;
1568
0
}
1569
1570
// Queue a mouse move event
1571
void ImGuiIO::AddMousePosEvent(float x, float y)
1572
8.43k
{
1573
8.43k
    IM_ASSERT(Ctx != NULL);
1574
8.43k
    ImGuiContext& g = *Ctx;
1575
8.43k
    if (!AppAcceptingEvents)
1576
0
        return;
1577
1578
    // Apply same flooring as UpdateMouseInputs()
1579
8.43k
    ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1580
1581
    // Filter duplicate
1582
8.43k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1583
8.43k
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1584
8.43k
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1585
1.73k
        return;
1586
1587
6.70k
    ImGuiInputEvent e;
1588
6.70k
    e.Type = ImGuiInputEventType_MousePos;
1589
6.70k
    e.Source = ImGuiInputSource_Mouse;
1590
6.70k
    e.EventId = g.InputEventsNextEventId++;
1591
6.70k
    e.MousePos.PosX = pos.x;
1592
6.70k
    e.MousePos.PosY = pos.y;
1593
6.70k
    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1594
6.70k
    g.InputEventsQueue.push_back(e);
1595
6.70k
}
1596
1597
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1598
12.1k
{
1599
12.1k
    IM_ASSERT(Ctx != NULL);
1600
12.1k
    ImGuiContext& g = *Ctx;
1601
12.1k
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1602
12.1k
    if (!AppAcceptingEvents)
1603
0
        return;
1604
1605
    // Filter duplicate
1606
12.1k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1607
12.1k
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1608
12.1k
    if (latest_button_down == down)
1609
3.97k
        return;
1610
1611
8.18k
    ImGuiInputEvent e;
1612
8.18k
    e.Type = ImGuiInputEventType_MouseButton;
1613
8.18k
    e.Source = ImGuiInputSource_Mouse;
1614
8.18k
    e.EventId = g.InputEventsNextEventId++;
1615
8.18k
    e.MouseButton.Button = mouse_button;
1616
8.18k
    e.MouseButton.Down = down;
1617
8.18k
    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1618
8.18k
    g.InputEventsQueue.push_back(e);
1619
8.18k
}
1620
1621
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1622
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1623
5.50k
{
1624
5.50k
    IM_ASSERT(Ctx != NULL);
1625
5.50k
    ImGuiContext& g = *Ctx;
1626
1627
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1628
5.50k
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1629
1.12k
        return;
1630
1631
4.38k
    ImGuiInputEvent e;
1632
4.38k
    e.Type = ImGuiInputEventType_MouseWheel;
1633
4.38k
    e.Source = ImGuiInputSource_Mouse;
1634
4.38k
    e.EventId = g.InputEventsNextEventId++;
1635
4.38k
    e.MouseWheel.WheelX = wheel_x;
1636
4.38k
    e.MouseWheel.WheelY = wheel_y;
1637
4.38k
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1638
4.38k
    g.InputEventsQueue.push_back(e);
1639
4.38k
}
1640
1641
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1642
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1643
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1644
0
{
1645
0
    IM_ASSERT(Ctx != NULL);
1646
0
    ImGuiContext& g = *Ctx;
1647
0
    g.InputEventsNextMouseSource = source;
1648
0
}
1649
1650
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1651
0
{
1652
0
    IM_ASSERT(Ctx != NULL);
1653
0
    ImGuiContext& g = *Ctx;
1654
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1655
0
    if (!AppAcceptingEvents)
1656
0
        return;
1657
1658
    // Filter duplicate
1659
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1660
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1661
0
    if (latest_viewport_id == viewport_id)
1662
0
        return;
1663
1664
0
    ImGuiInputEvent e;
1665
0
    e.Type = ImGuiInputEventType_MouseViewport;
1666
0
    e.Source = ImGuiInputSource_Mouse;
1667
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1668
0
    g.InputEventsQueue.push_back(e);
1669
0
}
1670
1671
void ImGuiIO::AddFocusEvent(bool focused)
1672
2.66k
{
1673
2.66k
    IM_ASSERT(Ctx != NULL);
1674
2.66k
    ImGuiContext& g = *Ctx;
1675
1676
    // Filter duplicate
1677
2.66k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1678
2.66k
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1679
2.66k
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1680
781
        return;
1681
1682
1.88k
    ImGuiInputEvent e;
1683
1.88k
    e.Type = ImGuiInputEventType_Focus;
1684
1.88k
    e.EventId = g.InputEventsNextEventId++;
1685
1.88k
    e.AppFocused.Focused = focused;
1686
1.88k
    g.InputEventsQueue.push_back(e);
1687
1.88k
}
1688
1689
//-----------------------------------------------------------------------------
1690
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1691
//-----------------------------------------------------------------------------
1692
1693
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1694
0
{
1695
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1696
0
    ImVec2 p_last = p1;
1697
0
    ImVec2 p_closest;
1698
0
    float p_closest_dist2 = FLT_MAX;
1699
0
    float t_step = 1.0f / (float)num_segments;
1700
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1701
0
    {
1702
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1703
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1704
0
        float dist2 = ImLengthSqr(p - p_line);
1705
0
        if (dist2 < p_closest_dist2)
1706
0
        {
1707
0
            p_closest = p_line;
1708
0
            p_closest_dist2 = dist2;
1709
0
        }
1710
0
        p_last = p_current;
1711
0
    }
1712
0
    return p_closest;
1713
0
}
1714
1715
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1716
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1717
0
{
1718
0
    float dx = x4 - x1;
1719
0
    float dy = y4 - y1;
1720
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1721
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1722
0
    d2 = (d2 >= 0) ? d2 : -d2;
1723
0
    d3 = (d3 >= 0) ? d3 : -d3;
1724
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1725
0
    {
1726
0
        ImVec2 p_current(x4, y4);
1727
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1728
0
        float dist2 = ImLengthSqr(p - p_line);
1729
0
        if (dist2 < p_closest_dist2)
1730
0
        {
1731
0
            p_closest = p_line;
1732
0
            p_closest_dist2 = dist2;
1733
0
        }
1734
0
        p_last = p_current;
1735
0
    }
1736
0
    else if (level < 10)
1737
0
    {
1738
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1739
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1740
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1741
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1742
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1743
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1744
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1745
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1746
0
    }
1747
0
}
1748
1749
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1750
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1751
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1752
0
{
1753
0
    IM_ASSERT(tess_tol > 0.0f);
1754
0
    ImVec2 p_last = p1;
1755
0
    ImVec2 p_closest;
1756
0
    float p_closest_dist2 = FLT_MAX;
1757
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1758
0
    return p_closest;
1759
0
}
1760
1761
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1762
0
{
1763
0
    ImVec2 ap = p - a;
1764
0
    ImVec2 ab_dir = b - a;
1765
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1766
0
    if (dot < 0.0f)
1767
0
        return a;
1768
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1769
0
    if (dot > ab_len_sqr)
1770
0
        return b;
1771
0
    return a + ab_dir * dot / ab_len_sqr;
1772
0
}
1773
1774
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1775
0
{
1776
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1777
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1778
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1779
0
    return ((b1 == b2) && (b2 == b3));
1780
0
}
1781
1782
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1783
0
{
1784
0
    ImVec2 v0 = b - a;
1785
0
    ImVec2 v1 = c - a;
1786
0
    ImVec2 v2 = p - a;
1787
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1788
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1789
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1790
0
    out_u = 1.0f - out_v - out_w;
1791
0
}
1792
1793
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1794
0
{
1795
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1796
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1797
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1798
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1799
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1800
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1801
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1802
0
    if (m == dist2_ab)
1803
0
        return proj_ab;
1804
0
    if (m == dist2_bc)
1805
0
        return proj_bc;
1806
0
    return proj_ca;
1807
0
}
1808
1809
//-----------------------------------------------------------------------------
1810
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1811
//-----------------------------------------------------------------------------
1812
1813
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1814
int ImStricmp(const char* str1, const char* str2)
1815
0
{
1816
0
    int d;
1817
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1818
0
    return d;
1819
0
}
1820
1821
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1822
0
{
1823
0
    int d = 0;
1824
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1825
0
    return d;
1826
0
}
1827
1828
void ImStrncpy(char* dst, const char* src, size_t count)
1829
44
{
1830
44
    if (count < 1)
1831
0
        return;
1832
44
    if (count > 1)
1833
44
        strncpy(dst, src, count - 1);
1834
44
    dst[count - 1] = 0;
1835
44
}
1836
1837
char* ImStrdup(const char* str)
1838
10
{
1839
10
    size_t len = strlen(str);
1840
10
    void* buf = IM_ALLOC(len + 1);
1841
10
    return (char*)memcpy(buf, (const void*)str, len + 1);
1842
10
}
1843
1844
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1845
0
{
1846
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1847
0
    size_t src_size = strlen(src) + 1;
1848
0
    if (dst_buf_size < src_size)
1849
0
    {
1850
0
        IM_FREE(dst);
1851
0
        dst = (char*)IM_ALLOC(src_size);
1852
0
        if (p_dst_size)
1853
0
            *p_dst_size = src_size;
1854
0
    }
1855
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1856
0
}
1857
1858
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1859
0
{
1860
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1861
0
    return p;
1862
0
}
1863
1864
int ImStrlenW(const ImWchar* str)
1865
0
{
1866
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1867
0
    int n = 0;
1868
0
    while (*str++) n++;
1869
0
    return n;
1870
0
}
1871
1872
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1873
const char* ImStreolRange(const char* str, const char* str_end)
1874
0
{
1875
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1876
0
    return p ? p : str_end;
1877
0
}
1878
1879
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1880
0
{
1881
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1882
0
        buf_mid_line--;
1883
0
    return buf_mid_line;
1884
0
}
1885
1886
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1887
0
{
1888
0
    if (!needle_end)
1889
0
        needle_end = needle + strlen(needle);
1890
1891
0
    const char un0 = (char)ImToUpper(*needle);
1892
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1893
0
    {
1894
0
        if (ImToUpper(*haystack) == un0)
1895
0
        {
1896
0
            const char* b = needle + 1;
1897
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1898
0
                if (ImToUpper(*a) != ImToUpper(*b))
1899
0
                    break;
1900
0
            if (b == needle_end)
1901
0
                return haystack;
1902
0
        }
1903
0
        haystack++;
1904
0
    }
1905
0
    return NULL;
1906
0
}
1907
1908
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1909
void ImStrTrimBlanks(char* buf)
1910
0
{
1911
0
    char* p = buf;
1912
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1913
0
        p++;
1914
0
    char* p_start = p;
1915
0
    while (*p != 0)                         // Find end of string
1916
0
        p++;
1917
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1918
0
        p--;
1919
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1920
0
        memmove(buf, p_start, p - p_start);
1921
0
    buf[p - p_start] = 0;                   // Zero terminate
1922
0
}
1923
1924
const char* ImStrSkipBlank(const char* str)
1925
0
{
1926
0
    while (str[0] == ' ' || str[0] == '\t')
1927
0
        str++;
1928
0
    return str;
1929
0
}
1930
1931
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1932
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1933
// B) When buf==NULL vsnprintf() will return the output size.
1934
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1935
1936
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1937
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1938
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1939
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1940
#ifdef IMGUI_USE_STB_SPRINTF
1941
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
1942
#define STB_SPRINTF_IMPLEMENTATION
1943
#endif
1944
#ifdef IMGUI_STB_SPRINTF_FILENAME
1945
#include IMGUI_STB_SPRINTF_FILENAME
1946
#else
1947
#include "stb_sprintf.h"
1948
#endif
1949
#endif // #ifdef IMGUI_USE_STB_SPRINTF
1950
1951
#if defined(_MSC_VER) && !defined(vsnprintf)
1952
#define vsnprintf _vsnprintf
1953
#endif
1954
1955
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1956
32
{
1957
32
    va_list args;
1958
32
    va_start(args, fmt);
1959
#ifdef IMGUI_USE_STB_SPRINTF
1960
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1961
#else
1962
32
    int w = vsnprintf(buf, buf_size, fmt, args);
1963
32
#endif
1964
32
    va_end(args);
1965
32
    if (buf == NULL)
1966
0
        return w;
1967
32
    if (w == -1 || w >= (int)buf_size)
1968
0
        w = (int)buf_size - 1;
1969
32
    buf[w] = 0;
1970
32
    return w;
1971
32
}
1972
1973
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1974
104k
{
1975
#ifdef IMGUI_USE_STB_SPRINTF
1976
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1977
#else
1978
104k
    int w = vsnprintf(buf, buf_size, fmt, args);
1979
104k
#endif
1980
104k
    if (buf == NULL)
1981
0
        return w;
1982
104k
    if (w == -1 || w >= (int)buf_size)
1983
0
        w = (int)buf_size - 1;
1984
104k
    buf[w] = 0;
1985
104k
    return w;
1986
104k
}
1987
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1988
1989
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1990
104k
{
1991
104k
    va_list args;
1992
104k
    va_start(args, fmt);
1993
104k
    ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
1994
104k
    va_end(args);
1995
104k
}
1996
1997
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
1998
104k
{
1999
104k
    ImGuiContext& g = *GImGui;
2000
104k
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2001
29
    {
2002
29
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2003
29
        *out_buf = buf;
2004
29
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2005
29
    }
2006
104k
    else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
2007
0
    {
2008
0
        int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2009
0
        const char* buf = va_arg(args, const char*);
2010
0
        *out_buf = buf;
2011
0
        *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2012
0
    }
2013
104k
    else
2014
104k
    {
2015
104k
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2016
104k
        *out_buf = g.TempBuffer.Data;
2017
104k
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2018
104k
    }
2019
104k
}
2020
2021
// CRC32 needs a 1KB lookup table (not cache friendly)
2022
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2023
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2024
static const ImU32 GCrc32LookupTable[256] =
2025
{
2026
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2027
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2028
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2029
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2030
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2031
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2032
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2033
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2034
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2035
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2036
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2037
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2038
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2039
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2040
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2041
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2042
};
2043
2044
// Known size hash
2045
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2046
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2047
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2048
104k
{
2049
104k
    ImU32 crc = ~seed;
2050
104k
    const unsigned char* data = (const unsigned char*)data_p;
2051
104k
    const ImU32* crc32_lut = GCrc32LookupTable;
2052
524k
    while (data_size-- != 0)
2053
419k
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2054
104k
    return ~crc;
2055
104k
}
2056
2057
// Zero-terminated string hash, with support for ### to reset back to seed value
2058
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2059
// Because this syntax is rarely used we are optimizing for the common case.
2060
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2061
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2062
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2063
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2064
1.13M
{
2065
1.13M
    seed = ~seed;
2066
1.13M
    ImU32 crc = seed;
2067
1.13M
    const unsigned char* data = (const unsigned char*)data_p;
2068
1.13M
    const ImU32* crc32_lut = GCrc32LookupTable;
2069
1.13M
    if (data_size != 0)
2070
0
    {
2071
0
        while (data_size-- != 0)
2072
0
        {
2073
0
            unsigned char c = *data++;
2074
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2075
0
                crc = seed;
2076
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2077
0
        }
2078
0
    }
2079
1.13M
    else
2080
1.13M
    {
2081
14.3M
        while (unsigned char c = *data++)
2082
13.2M
        {
2083
13.2M
            if (c == '#' && data[0] == '#' && data[1] == '#')
2084
104k
                crc = seed;
2085
13.2M
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2086
13.2M
        }
2087
1.13M
    }
2088
1.13M
    return ~crc;
2089
1.13M
}
2090
2091
//-----------------------------------------------------------------------------
2092
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2093
//-----------------------------------------------------------------------------
2094
2095
// Default file functions
2096
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2097
2098
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2099
0
{
2100
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2101
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2102
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2103
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2104
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2105
    ImGuiContext& g = *GImGui;
2106
    g.TempBuffer.reserve((filename_wsize + mode_wsize) * sizeof(wchar_t));
2107
    wchar_t* buf = (wchar_t*)(void*)g.TempBuffer.Data;
2108
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2109
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2110
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2111
#else
2112
0
    return fopen(filename, mode);
2113
0
#endif
2114
0
}
2115
2116
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2117
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2118
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2119
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2120
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2121
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2122
2123
// Helper: Load file content into memory
2124
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2125
// This can't really be used with "rt" because fseek size won't match read size.
2126
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2127
0
{
2128
0
    IM_ASSERT(filename && mode);
2129
0
    if (out_file_size)
2130
0
        *out_file_size = 0;
2131
2132
0
    ImFileHandle f;
2133
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2134
0
        return NULL;
2135
2136
0
    size_t file_size = (size_t)ImFileGetSize(f);
2137
0
    if (file_size == (size_t)-1)
2138
0
    {
2139
0
        ImFileClose(f);
2140
0
        return NULL;
2141
0
    }
2142
2143
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2144
0
    if (file_data == NULL)
2145
0
    {
2146
0
        ImFileClose(f);
2147
0
        return NULL;
2148
0
    }
2149
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2150
0
    {
2151
0
        ImFileClose(f);
2152
0
        IM_FREE(file_data);
2153
0
        return NULL;
2154
0
    }
2155
0
    if (padding_bytes > 0)
2156
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2157
2158
0
    ImFileClose(f);
2159
0
    if (out_file_size)
2160
0
        *out_file_size = file_size;
2161
2162
0
    return file_data;
2163
0
}
2164
2165
//-----------------------------------------------------------------------------
2166
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2167
//-----------------------------------------------------------------------------
2168
2169
IM_MSVC_RUNTIME_CHECKS_OFF
2170
2171
// Convert UTF-8 to 32-bit character, process single character input.
2172
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2173
// We handle UTF-8 decoding error by skipping forward.
2174
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2175
25.2M
{
2176
25.2M
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2177
25.2M
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2178
25.2M
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2179
25.2M
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2180
25.2M
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2181
25.2M
    int len = lengths[*(const unsigned char*)in_text >> 3];
2182
25.2M
    int wanted = len + (len ? 0 : 1);
2183
2184
25.2M
    if (in_text_end == NULL)
2185
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2186
2187
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2188
    // so it is fast even with excessive branching.
2189
25.2M
    unsigned char s[4];
2190
25.2M
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2191
25.2M
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2192
25.2M
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2193
25.2M
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2194
2195
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2196
25.2M
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2197
25.2M
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2198
25.2M
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2199
25.2M
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2200
25.2M
    *out_char >>= shiftc[len];
2201
2202
    // Accumulate the various error conditions.
2203
25.2M
    int e = 0;
2204
25.2M
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2205
25.2M
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2206
25.2M
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2207
25.2M
    e |= (s[1] & 0xc0) >> 2;
2208
25.2M
    e |= (s[2] & 0xc0) >> 4;
2209
25.2M
    e |= (s[3]       ) >> 6;
2210
25.2M
    e ^= 0x2a; // top two bits of each tail byte correct?
2211
25.2M
    e >>= shifte[len];
2212
2213
25.2M
    if (e)
2214
639k
    {
2215
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2216
        // One byte is consumed in case of invalid first byte of in_text.
2217
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2218
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2219
639k
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2220
639k
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2221
639k
    }
2222
2223
25.2M
    return wanted;
2224
25.2M
}
2225
2226
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2227
0
{
2228
0
    ImWchar* buf_out = buf;
2229
0
    ImWchar* buf_end = buf + buf_size;
2230
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2231
0
    {
2232
0
        unsigned int c;
2233
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2234
0
        *buf_out++ = (ImWchar)c;
2235
0
    }
2236
0
    *buf_out = 0;
2237
0
    if (in_text_remaining)
2238
0
        *in_text_remaining = in_text;
2239
0
    return (int)(buf_out - buf);
2240
0
}
2241
2242
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2243
0
{
2244
0
    int char_count = 0;
2245
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2246
0
    {
2247
0
        unsigned int c;
2248
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2249
0
        char_count++;
2250
0
    }
2251
0
    return char_count;
2252
0
}
2253
2254
// Based on stb_to_utf8() from github.com/nothings/stb/
2255
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2256
0
{
2257
0
    if (c < 0x80)
2258
0
    {
2259
0
        buf[0] = (char)c;
2260
0
        return 1;
2261
0
    }
2262
0
    if (c < 0x800)
2263
0
    {
2264
0
        if (buf_size < 2) return 0;
2265
0
        buf[0] = (char)(0xc0 + (c >> 6));
2266
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2267
0
        return 2;
2268
0
    }
2269
0
    if (c < 0x10000)
2270
0
    {
2271
0
        if (buf_size < 3) return 0;
2272
0
        buf[0] = (char)(0xe0 + (c >> 12));
2273
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2274
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2275
0
        return 3;
2276
0
    }
2277
0
    if (c <= 0x10FFFF)
2278
0
    {
2279
0
        if (buf_size < 4) return 0;
2280
0
        buf[0] = (char)(0xf0 + (c >> 18));
2281
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2282
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2283
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2284
0
        return 4;
2285
0
    }
2286
    // Invalid code point, the max unicode is 0x10FFFF
2287
0
    return 0;
2288
0
}
2289
2290
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2291
0
{
2292
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2293
0
    out_buf[count] = 0;
2294
0
    return out_buf;
2295
0
}
2296
2297
// Not optimal but we very rarely use this function.
2298
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2299
0
{
2300
0
    unsigned int unused = 0;
2301
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2302
0
}
2303
2304
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2305
0
{
2306
0
    if (c < 0x80) return 1;
2307
0
    if (c < 0x800) return 2;
2308
0
    if (c < 0x10000) return 3;
2309
0
    if (c <= 0x10FFFF) return 4;
2310
0
    return 3;
2311
0
}
2312
2313
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2314
0
{
2315
0
    char* buf_p = out_buf;
2316
0
    const char* buf_end = out_buf + out_buf_size;
2317
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2318
0
    {
2319
0
        unsigned int c = (unsigned int)(*in_text++);
2320
0
        if (c < 0x80)
2321
0
            *buf_p++ = (char)c;
2322
0
        else
2323
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2324
0
    }
2325
0
    *buf_p = 0;
2326
0
    return (int)(buf_p - out_buf);
2327
0
}
2328
2329
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2330
0
{
2331
0
    int bytes_count = 0;
2332
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2333
0
    {
2334
0
        unsigned int c = (unsigned int)(*in_text++);
2335
0
        if (c < 0x80)
2336
0
            bytes_count++;
2337
0
        else
2338
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2339
0
    }
2340
0
    return bytes_count;
2341
0
}
2342
2343
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2344
0
{
2345
0
    while (in_text_curr > in_text_start)
2346
0
    {
2347
0
        in_text_curr--;
2348
0
        if ((*in_text_curr & 0xC0) != 0x80)
2349
0
            return in_text_curr;
2350
0
    }
2351
0
    return in_text_start;
2352
0
}
2353
2354
IM_MSVC_RUNTIME_CHECKS_RESTORE
2355
2356
//-----------------------------------------------------------------------------
2357
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2358
// Note: The Convert functions are early design which are not consistent with other API.
2359
//-----------------------------------------------------------------------------
2360
2361
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2362
0
{
2363
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2364
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2365
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2366
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2367
0
    return IM_COL32(r, g, b, 0xFF);
2368
0
}
2369
2370
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2371
371k
{
2372
371k
    float s = 1.0f / 255.0f;
2373
371k
    return ImVec4(
2374
371k
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2375
371k
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2376
371k
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2377
371k
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2378
371k
}
2379
2380
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2381
1.91M
{
2382
1.91M
    ImU32 out;
2383
1.91M
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2384
1.91M
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2385
1.91M
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2386
1.91M
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2387
1.91M
    return out;
2388
1.91M
}
2389
2390
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2391
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2392
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2393
0
{
2394
0
    float K = 0.f;
2395
0
    if (g < b)
2396
0
    {
2397
0
        ImSwap(g, b);
2398
0
        K = -1.f;
2399
0
    }
2400
0
    if (r < g)
2401
0
    {
2402
0
        ImSwap(r, g);
2403
0
        K = -2.f / 6.f - K;
2404
0
    }
2405
2406
0
    const float chroma = r - (g < b ? g : b);
2407
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2408
0
    out_s = chroma / (r + 1e-20f);
2409
0
    out_v = r;
2410
0
}
2411
2412
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2413
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2414
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2415
0
{
2416
0
    if (s == 0.0f)
2417
0
    {
2418
        // gray
2419
0
        out_r = out_g = out_b = v;
2420
0
        return;
2421
0
    }
2422
2423
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2424
0
    int   i = (int)h;
2425
0
    float f = h - (float)i;
2426
0
    float p = v * (1.0f - s);
2427
0
    float q = v * (1.0f - s * f);
2428
0
    float t = v * (1.0f - s * (1.0f - f));
2429
2430
0
    switch (i)
2431
0
    {
2432
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2433
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2434
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2435
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2436
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2437
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2438
0
    }
2439
0
}
2440
2441
//-----------------------------------------------------------------------------
2442
// [SECTION] ImGuiStorage
2443
// Helper: Key->value storage
2444
//-----------------------------------------------------------------------------
2445
2446
// std::lower_bound but without the bullshit
2447
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2448
314k
{
2449
314k
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2450
314k
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2451
314k
    size_t count = (size_t)(last - first);
2452
968k
    while (count > 0)
2453
653k
    {
2454
653k
        size_t count2 = count >> 1;
2455
653k
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2456
653k
        if (mid->key < key)
2457
209k
        {
2458
209k
            first = ++mid;
2459
209k
            count -= count2 + 1;
2460
209k
        }
2461
443k
        else
2462
443k
        {
2463
443k
            count = count2;
2464
443k
        }
2465
653k
    }
2466
314k
    return first;
2467
314k
}
2468
2469
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2470
void ImGuiStorage::BuildSortByKey()
2471
0
{
2472
0
    struct StaticFunc
2473
0
    {
2474
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2475
0
        {
2476
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2477
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2478
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2479
0
            return 0;
2480
0
        }
2481
0
    };
2482
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2483
0
}
2484
2485
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2486
0
{
2487
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2488
0
    if (it == Data.end() || it->key != key)
2489
0
        return default_val;
2490
0
    return it->val_i;
2491
0
}
2492
2493
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2494
0
{
2495
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2496
0
}
2497
2498
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2499
0
{
2500
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2501
0
    if (it == Data.end() || it->key != key)
2502
0
        return default_val;
2503
0
    return it->val_f;
2504
0
}
2505
2506
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2507
314k
{
2508
314k
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2509
314k
    if (it == Data.end() || it->key != key)
2510
10
        return NULL;
2511
314k
    return it->val_p;
2512
314k
}
2513
2514
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2515
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2516
0
{
2517
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2518
0
    if (it == Data.end() || it->key != key)
2519
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2520
0
    return &it->val_i;
2521
0
}
2522
2523
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2524
0
{
2525
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2526
0
}
2527
2528
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2529
0
{
2530
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2531
0
    if (it == Data.end() || it->key != key)
2532
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2533
0
    return &it->val_f;
2534
0
}
2535
2536
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2537
0
{
2538
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2539
0
    if (it == Data.end() || it->key != key)
2540
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2541
0
    return &it->val_p;
2542
0
}
2543
2544
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2545
void ImGuiStorage::SetInt(ImGuiID key, int val)
2546
0
{
2547
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2548
0
    if (it == Data.end() || it->key != key)
2549
0
        Data.insert(it, ImGuiStoragePair(key, val));
2550
0
    else
2551
0
        it->val_i = val;
2552
0
}
2553
2554
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2555
0
{
2556
0
    SetInt(key, val ? 1 : 0);
2557
0
}
2558
2559
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2560
0
{
2561
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2562
0
    if (it == Data.end() || it->key != key)
2563
0
        Data.insert(it, ImGuiStoragePair(key, val));
2564
0
    else
2565
0
        it->val_f = val;
2566
0
}
2567
2568
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2569
10
{
2570
10
    ImGuiStoragePair* it = LowerBound(Data, key);
2571
10
    if (it == Data.end() || it->key != key)
2572
10
        Data.insert(it, ImGuiStoragePair(key, val));
2573
0
    else
2574
0
        it->val_p = val;
2575
10
}
2576
2577
void ImGuiStorage::SetAllInt(int v)
2578
0
{
2579
0
    for (int i = 0; i < Data.Size; i++)
2580
0
        Data[i].val_i = v;
2581
0
}
2582
2583
//-----------------------------------------------------------------------------
2584
// [SECTION] ImGuiTextFilter
2585
//-----------------------------------------------------------------------------
2586
2587
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2588
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2589
0
{
2590
0
    InputBuf[0] = 0;
2591
0
    CountGrep = 0;
2592
0
    if (default_filter)
2593
0
    {
2594
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2595
0
        Build();
2596
0
    }
2597
0
}
2598
2599
bool ImGuiTextFilter::Draw(const char* label, float width)
2600
0
{
2601
0
    if (width != 0.0f)
2602
0
        ImGui::SetNextItemWidth(width);
2603
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2604
0
    if (value_changed)
2605
0
        Build();
2606
0
    return value_changed;
2607
0
}
2608
2609
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2610
0
{
2611
0
    out->resize(0);
2612
0
    const char* wb = b;
2613
0
    const char* we = wb;
2614
0
    while (we < e)
2615
0
    {
2616
0
        if (*we == separator)
2617
0
        {
2618
0
            out->push_back(ImGuiTextRange(wb, we));
2619
0
            wb = we + 1;
2620
0
        }
2621
0
        we++;
2622
0
    }
2623
0
    if (wb != we)
2624
0
        out->push_back(ImGuiTextRange(wb, we));
2625
0
}
2626
2627
void ImGuiTextFilter::Build()
2628
0
{
2629
0
    Filters.resize(0);
2630
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2631
0
    input_range.split(',', &Filters);
2632
2633
0
    CountGrep = 0;
2634
0
    for (ImGuiTextRange& f : Filters)
2635
0
    {
2636
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2637
0
            f.b++;
2638
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2639
0
            f.e--;
2640
0
        if (f.empty())
2641
0
            continue;
2642
0
        if (f.b[0] != '-')
2643
0
            CountGrep += 1;
2644
0
    }
2645
0
}
2646
2647
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2648
0
{
2649
0
    if (Filters.empty())
2650
0
        return true;
2651
2652
0
    if (text == NULL)
2653
0
        text = "";
2654
2655
0
    for (const ImGuiTextRange& f : Filters)
2656
0
    {
2657
0
        if (f.empty())
2658
0
            continue;
2659
0
        if (f.b[0] == '-')
2660
0
        {
2661
            // Subtract
2662
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2663
0
                return false;
2664
0
        }
2665
0
        else
2666
0
        {
2667
            // Grep
2668
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2669
0
                return true;
2670
0
        }
2671
0
    }
2672
2673
    // Implicit * grep
2674
0
    if (CountGrep == 0)
2675
0
        return true;
2676
2677
0
    return false;
2678
0
}
2679
2680
//-----------------------------------------------------------------------------
2681
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2682
//-----------------------------------------------------------------------------
2683
2684
// On some platform vsnprintf() takes va_list by reference and modifies it.
2685
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2686
#ifndef va_copy
2687
#if defined(__GNUC__) || defined(__clang__)
2688
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2689
#else
2690
#define va_copy(dest, src) (dest = src)
2691
#endif
2692
#endif
2693
2694
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2695
2696
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2697
0
{
2698
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2699
2700
    // Add zero-terminator the first time
2701
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2702
0
    const int needed_sz = write_off + len;
2703
0
    if (write_off + len >= Buf.Capacity)
2704
0
    {
2705
0
        int new_capacity = Buf.Capacity * 2;
2706
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2707
0
    }
2708
2709
0
    Buf.resize(needed_sz);
2710
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2711
0
    Buf[write_off - 1 + len] = 0;
2712
0
}
2713
2714
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2715
0
{
2716
0
    va_list args;
2717
0
    va_start(args, fmt);
2718
0
    appendfv(fmt, args);
2719
0
    va_end(args);
2720
0
}
2721
2722
// Helper: Text buffer for logging/accumulating text
2723
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2724
0
{
2725
0
    va_list args_copy;
2726
0
    va_copy(args_copy, args);
2727
2728
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2729
0
    if (len <= 0)
2730
0
    {
2731
0
        va_end(args_copy);
2732
0
        return;
2733
0
    }
2734
2735
    // Add zero-terminator the first time
2736
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2737
0
    const int needed_sz = write_off + len;
2738
0
    if (write_off + len >= Buf.Capacity)
2739
0
    {
2740
0
        int new_capacity = Buf.Capacity * 2;
2741
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2742
0
    }
2743
2744
0
    Buf.resize(needed_sz);
2745
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2746
0
    va_end(args_copy);
2747
0
}
2748
2749
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2750
0
{
2751
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2752
0
    if (old_size == new_size)
2753
0
        return;
2754
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2755
0
        LineOffsets.push_back(EndOffset);
2756
0
    const char* base_end = base + new_size;
2757
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2758
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2759
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2760
0
    EndOffset = ImMax(EndOffset, new_size);
2761
0
}
2762
2763
//-----------------------------------------------------------------------------
2764
// [SECTION] ImGuiListClipper
2765
//-----------------------------------------------------------------------------
2766
2767
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2768
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2769
static bool GetSkipItemForListClipping()
2770
0
{
2771
0
    ImGuiContext& g = *GImGui;
2772
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2773
0
}
2774
2775
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2776
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2777
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2778
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2779
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2780
{
2781
    ImGuiContext& g = *GImGui;
2782
    ImGuiWindow* window = g.CurrentWindow;
2783
    if (g.LogEnabled)
2784
    {
2785
        // If logging is active, do not perform any clipping
2786
        *out_items_display_start = 0;
2787
        *out_items_display_end = items_count;
2788
        return;
2789
    }
2790
    if (GetSkipItemForListClipping())
2791
    {
2792
        *out_items_display_start = *out_items_display_end = 0;
2793
        return;
2794
    }
2795
2796
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2797
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2798
    ImRect rect = window->ClipRect;
2799
    if (g.NavMoveScoringItems)
2800
        rect.Add(g.NavScoringNoClipRect);
2801
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2802
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2803
2804
    const ImVec2 pos = window->DC.CursorPos;
2805
    int start = (int)((rect.Min.y - pos.y) / items_height);
2806
    int end = (int)((rect.Max.y - pos.y) / items_height);
2807
2808
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2809
    // FIXME: Verify this works with tabbing
2810
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2811
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2812
        start--;
2813
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2814
        end++;
2815
2816
    start = ImClamp(start, 0, items_count);
2817
    end = ImClamp(end + 1, start, items_count);
2818
    *out_items_display_start = start;
2819
    *out_items_display_end = end;
2820
}
2821
#endif
2822
2823
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2824
0
{
2825
0
    if (ranges.Size - offset <= 1)
2826
0
        return;
2827
2828
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2829
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2830
0
        for (int i = offset; i < sort_end + offset; ++i)
2831
0
            if (ranges[i].Min > ranges[i + 1].Min)
2832
0
                ImSwap(ranges[i], ranges[i + 1]);
2833
2834
    // Now fuse ranges together as much as possible.
2835
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2836
0
    {
2837
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2838
0
        if (ranges[i - 1].Max < ranges[i].Min)
2839
0
            continue;
2840
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2841
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2842
0
        ranges.erase(ranges.Data + i);
2843
0
        i--;
2844
0
    }
2845
0
}
2846
2847
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2848
0
{
2849
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2850
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2851
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2852
0
    ImGuiContext& g = *GImGui;
2853
0
    ImGuiWindow* window = g.CurrentWindow;
2854
0
    float off_y = pos_y - window->DC.CursorPos.y;
2855
0
    window->DC.CursorPos.y = pos_y;
2856
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2857
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2858
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2859
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2860
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2861
0
    if (ImGuiTable* table = g.CurrentTable)
2862
0
    {
2863
0
        if (table->IsInsideRow)
2864
0
            ImGui::TableEndRow(table);
2865
0
        table->RowPosY2 = window->DC.CursorPos.y;
2866
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2867
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2868
0
        table->RowBgColorCounter += row_increase;
2869
0
    }
2870
0
}
2871
2872
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2873
0
{
2874
    // StartPosY starts from ItemsFrozen hence the subtraction
2875
    // Perform the add and multiply with double to allow seeking through larger ranges
2876
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2877
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2878
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2879
0
}
2880
2881
ImGuiListClipper::ImGuiListClipper()
2882
0
{
2883
0
    memset(this, 0, sizeof(*this));
2884
0
}
2885
2886
ImGuiListClipper::~ImGuiListClipper()
2887
0
{
2888
0
    End();
2889
0
}
2890
2891
void ImGuiListClipper::Begin(int items_count, float items_height)
2892
0
{
2893
0
    if (Ctx == NULL)
2894
0
        Ctx = ImGui::GetCurrentContext();
2895
2896
0
    ImGuiContext& g = *Ctx;
2897
0
    ImGuiWindow* window = g.CurrentWindow;
2898
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2899
2900
0
    if (ImGuiTable* table = g.CurrentTable)
2901
0
        if (table->IsInsideRow)
2902
0
            ImGui::TableEndRow(table);
2903
2904
0
    StartPosY = window->DC.CursorPos.y;
2905
0
    ItemsHeight = items_height;
2906
0
    ItemsCount = items_count;
2907
0
    DisplayStart = -1;
2908
0
    DisplayEnd = 0;
2909
2910
    // Acquire temporary buffer
2911
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2912
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2913
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2914
0
    data->Reset(this);
2915
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2916
0
    TempData = data;
2917
0
}
2918
2919
void ImGuiListClipper::End()
2920
0
{
2921
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2922
0
    {
2923
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2924
0
        ImGuiContext& g = *Ctx;
2925
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2926
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2927
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2928
2929
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2930
0
        IM_ASSERT(data->ListClipper == this);
2931
0
        data->StepNo = data->Ranges.Size;
2932
0
        if (--g.ClipperTempDataStacked > 0)
2933
0
        {
2934
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2935
0
            data->ListClipper->TempData = data;
2936
0
        }
2937
0
        TempData = NULL;
2938
0
    }
2939
0
    ItemsCount = -1;
2940
0
}
2941
2942
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
2943
0
{
2944
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2945
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2946
0
    IM_ASSERT(item_begin <= item_end);
2947
0
    if (item_begin < item_end)
2948
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2949
0
}
2950
2951
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2952
0
{
2953
0
    ImGuiContext& g = *clipper->Ctx;
2954
0
    ImGuiWindow* window = g.CurrentWindow;
2955
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2956
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2957
2958
0
    ImGuiTable* table = g.CurrentTable;
2959
0
    if (table && table->IsInsideRow)
2960
0
        ImGui::TableEndRow(table);
2961
2962
    // No items
2963
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2964
0
        return false;
2965
2966
    // While we are in frozen row state, keep displaying items one by one, unclipped
2967
    // FIXME: Could be stored as a table-agnostic state.
2968
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2969
0
    {
2970
0
        clipper->DisplayStart = data->ItemsFrozen;
2971
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2972
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2973
0
            data->ItemsFrozen++;
2974
0
        return true;
2975
0
    }
2976
2977
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2978
0
    bool calc_clipping = false;
2979
0
    if (data->StepNo == 0)
2980
0
    {
2981
0
        clipper->StartPosY = window->DC.CursorPos.y;
2982
0
        if (clipper->ItemsHeight <= 0.0f)
2983
0
        {
2984
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2985
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2986
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2987
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2988
0
            data->StepNo = 1;
2989
0
            return true;
2990
0
        }
2991
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2992
0
    }
2993
2994
    // Step 1: Let the clipper infer height from first range
2995
0
    if (clipper->ItemsHeight <= 0.0f)
2996
0
    {
2997
0
        IM_ASSERT(data->StepNo == 1);
2998
0
        if (table)
2999
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
3000
3001
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
3002
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
3003
0
        if (affected_by_floating_point_precision)
3004
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
3005
3006
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
3007
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
3008
0
    }
3009
3010
    // Step 0 or 1: Calculate the actual ranges of visible elements.
3011
0
    const int already_submitted = clipper->DisplayEnd;
3012
0
    if (calc_clipping)
3013
0
    {
3014
0
        if (g.LogEnabled)
3015
0
        {
3016
            // If logging is active, do not perform any clipping
3017
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
3018
0
        }
3019
0
        else
3020
0
        {
3021
            // Add range selected to be included for navigation
3022
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3023
0
            if (is_nav_request)
3024
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3025
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3026
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3027
3028
            // Add focused/active item
3029
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3030
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3031
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3032
3033
            // Add visible range
3034
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3035
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3036
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3037
0
        }
3038
3039
        // Convert position ranges to item index ranges
3040
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3041
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3042
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3043
0
        for (ImGuiListClipperRange& range : data->Ranges)
3044
0
            if (range.PosToIndexConvert)
3045
0
            {
3046
0
                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3047
0
                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3048
0
                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3049
0
                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3050
0
                range.PosToIndexConvert = false;
3051
0
            }
3052
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3053
0
    }
3054
3055
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3056
0
    while (data->StepNo < data->Ranges.Size)
3057
0
    {
3058
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3059
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3060
0
        if (clipper->DisplayStart > already_submitted) //-V1051
3061
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3062
0
        data->StepNo++;
3063
0
        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3064
0
            continue;
3065
0
        return true;
3066
0
    }
3067
3068
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3069
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3070
0
    if (clipper->ItemsCount < INT_MAX)
3071
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3072
3073
0
    return false;
3074
0
}
3075
3076
bool ImGuiListClipper::Step()
3077
0
{
3078
0
    ImGuiContext& g = *Ctx;
3079
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3080
0
    bool ret = ImGuiListClipper_StepInternal(this);
3081
0
    if (ret && (DisplayStart == DisplayEnd))
3082
0
        ret = false;
3083
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3084
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3085
0
    if (need_items_height && ItemsHeight > 0.0f)
3086
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3087
0
    if (ret)
3088
0
    {
3089
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3090
0
    }
3091
0
    else
3092
0
    {
3093
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3094
0
        End();
3095
0
    }
3096
0
    return ret;
3097
0
}
3098
3099
//-----------------------------------------------------------------------------
3100
// [SECTION] STYLING
3101
//-----------------------------------------------------------------------------
3102
3103
ImGuiStyle& ImGui::GetStyle()
3104
266k
{
3105
266k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3106
266k
    return GImGui->Style;
3107
266k
}
3108
3109
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3110
1.64M
{
3111
1.64M
    ImGuiStyle& style = GImGui->Style;
3112
1.64M
    ImVec4 c = style.Colors[idx];
3113
1.64M
    c.w *= style.Alpha * alpha_mul;
3114
1.64M
    return ColorConvertFloat4ToU32(c);
3115
1.64M
}
3116
3117
ImU32 ImGui::GetColorU32(const ImVec4& col)
3118
0
{
3119
0
    ImGuiStyle& style = GImGui->Style;
3120
0
    ImVec4 c = col;
3121
0
    c.w *= style.Alpha;
3122
0
    return ColorConvertFloat4ToU32(c);
3123
0
}
3124
3125
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3126
0
{
3127
0
    ImGuiStyle& style = GImGui->Style;
3128
0
    return style.Colors[idx];
3129
0
}
3130
3131
ImU32 ImGui::GetColorU32(ImU32 col)
3132
0
{
3133
0
    ImGuiStyle& style = GImGui->Style;
3134
0
    if (style.Alpha >= 1.0f)
3135
0
        return col;
3136
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3137
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3138
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3139
0
}
3140
3141
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3142
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3143
0
{
3144
0
    ImGuiContext& g = *GImGui;
3145
0
    ImGuiColorMod backup;
3146
0
    backup.Col = idx;
3147
0
    backup.BackupValue = g.Style.Colors[idx];
3148
0
    g.ColorStack.push_back(backup);
3149
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3150
0
}
3151
3152
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3153
104k
{
3154
104k
    ImGuiContext& g = *GImGui;
3155
104k
    ImGuiColorMod backup;
3156
104k
    backup.Col = idx;
3157
104k
    backup.BackupValue = g.Style.Colors[idx];
3158
104k
    g.ColorStack.push_back(backup);
3159
104k
    g.Style.Colors[idx] = col;
3160
104k
}
3161
3162
void ImGui::PopStyleColor(int count)
3163
104k
{
3164
104k
    ImGuiContext& g = *GImGui;
3165
104k
    if (g.ColorStack.Size < count)
3166
0
    {
3167
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3168
0
        count = g.ColorStack.Size;
3169
0
    }
3170
209k
    while (count > 0)
3171
104k
    {
3172
104k
        ImGuiColorMod& backup = g.ColorStack.back();
3173
104k
        g.Style.Colors[backup.Col] = backup.BackupValue;
3174
104k
        g.ColorStack.pop_back();
3175
104k
        count--;
3176
104k
    }
3177
104k
}
3178
3179
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3180
{
3181
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3182
};
3183
3184
static const ImGuiDataVarInfo GStyleVarInfo[] =
3185
{
3186
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
3187
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha
3188
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
3189
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
3190
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
3191
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
3192
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
3193
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
3194
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
3195
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
3196
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
3197
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
3198
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
3199
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
3200
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
3201
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
3202
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
3203
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding
3204
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
3205
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
3206
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
3207
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
3208
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
3209
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabBarBorderSize) },    // ImGuiStyleVar_TabBarBorderSize
3210
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
3211
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3212
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3213
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign
3214
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding
3215
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DockingSeparatorSize) },   // ImGuiStyleVar_DockingSeparatorSize
3216
};
3217
3218
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3219
209k
{
3220
209k
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3221
209k
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3222
209k
    return &GStyleVarInfo[idx];
3223
209k
}
3224
3225
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3226
0
{
3227
0
    ImGuiContext& g = *GImGui;
3228
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3229
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3230
0
    {
3231
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3232
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3233
0
        *pvar = val;
3234
0
        return;
3235
0
    }
3236
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3237
0
}
3238
3239
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3240
104k
{
3241
104k
    ImGuiContext& g = *GImGui;
3242
104k
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3243
104k
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3244
104k
    {
3245
104k
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3246
104k
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3247
104k
        *pvar = val;
3248
104k
        return;
3249
104k
    }
3250
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3251
0
}
3252
3253
void ImGui::PopStyleVar(int count)
3254
104k
{
3255
104k
    ImGuiContext& g = *GImGui;
3256
104k
    if (g.StyleVarStack.Size < count)
3257
0
    {
3258
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3259
0
        count = g.StyleVarStack.Size;
3260
0
    }
3261
209k
    while (count > 0)
3262
104k
    {
3263
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3264
104k
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3265
104k
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3266
104k
        void* data = info->GetVarPtr(&g.Style);
3267
104k
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3268
104k
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3269
104k
        g.StyleVarStack.pop_back();
3270
104k
        count--;
3271
104k
    }
3272
104k
}
3273
3274
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3275
0
{
3276
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3277
0
    switch (idx)
3278
0
    {
3279
0
    case ImGuiCol_Text: return "Text";
3280
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3281
0
    case ImGuiCol_WindowBg: return "WindowBg";
3282
0
    case ImGuiCol_ChildBg: return "ChildBg";
3283
0
    case ImGuiCol_PopupBg: return "PopupBg";
3284
0
    case ImGuiCol_Border: return "Border";
3285
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3286
0
    case ImGuiCol_FrameBg: return "FrameBg";
3287
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3288
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3289
0
    case ImGuiCol_TitleBg: return "TitleBg";
3290
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3291
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3292
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3293
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3294
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3295
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3296
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3297
0
    case ImGuiCol_CheckMark: return "CheckMark";
3298
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3299
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3300
0
    case ImGuiCol_Button: return "Button";
3301
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3302
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3303
0
    case ImGuiCol_Header: return "Header";
3304
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3305
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3306
0
    case ImGuiCol_Separator: return "Separator";
3307
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3308
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3309
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3310
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3311
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3312
0
    case ImGuiCol_Tab: return "Tab";
3313
0
    case ImGuiCol_TabHovered: return "TabHovered";
3314
0
    case ImGuiCol_TabActive: return "TabActive";
3315
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3316
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3317
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3318
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3319
0
    case ImGuiCol_PlotLines: return "PlotLines";
3320
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3321
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3322
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3323
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3324
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3325
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3326
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3327
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3328
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3329
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3330
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3331
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3332
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3333
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3334
0
    }
3335
0
    IM_ASSERT(0);
3336
0
    return "Unknown";
3337
0
}
3338
3339
3340
//-----------------------------------------------------------------------------
3341
// [SECTION] RENDER HELPERS
3342
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3343
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3344
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3345
//-----------------------------------------------------------------------------
3346
3347
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3348
419k
{
3349
419k
    const char* text_display_end = text;
3350
419k
    if (!text_end)
3351
419k
        text_end = (const char*)-1;
3352
3353
3.77M
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3354
3.35M
        text_display_end++;
3355
419k
    return text_display_end;
3356
419k
}
3357
3358
// Internal ImGui functions to render text
3359
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3360
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3361
0
{
3362
0
    ImGuiContext& g = *GImGui;
3363
0
    ImGuiWindow* window = g.CurrentWindow;
3364
3365
    // Hide anything after a '##' string
3366
0
    const char* text_display_end;
3367
0
    if (hide_text_after_hash)
3368
0
    {
3369
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3370
0
    }
3371
0
    else
3372
0
    {
3373
0
        if (!text_end)
3374
0
            text_end = text + strlen(text); // FIXME-OPT
3375
0
        text_display_end = text_end;
3376
0
    }
3377
3378
0
    if (text != text_display_end)
3379
0
    {
3380
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3381
0
        if (g.LogEnabled)
3382
0
            LogRenderedText(&pos, text, text_display_end);
3383
0
    }
3384
0
}
3385
3386
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3387
58
{
3388
58
    ImGuiContext& g = *GImGui;
3389
58
    ImGuiWindow* window = g.CurrentWindow;
3390
3391
58
    if (!text_end)
3392
0
        text_end = text + strlen(text); // FIXME-OPT
3393
3394
58
    if (text != text_end)
3395
58
    {
3396
58
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3397
58
        if (g.LogEnabled)
3398
0
            LogRenderedText(&pos, text, text_end);
3399
58
    }
3400
58
}
3401
3402
// Default clip_rect uses (pos_min,pos_max)
3403
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3404
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3405
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3406
// better advantage of the render function taking size into account for coarse clipping.
3407
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3408
209k
{
3409
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3410
209k
    ImVec2 pos = pos_min;
3411
209k
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3412
3413
209k
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3414
209k
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3415
209k
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3416
209k
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3417
209k
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3418
3419
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3420
209k
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3421
209k
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3422
3423
    // Render
3424
209k
    if (need_clipping)
3425
80.6k
    {
3426
80.6k
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3427
80.6k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3428
80.6k
    }
3429
129k
    else
3430
129k
    {
3431
129k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3432
129k
    }
3433
209k
}
3434
3435
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3436
209k
{
3437
    // Hide anything after a '##' string
3438
209k
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3439
209k
    const int text_len = (int)(text_display_end - text);
3440
209k
    if (text_len == 0)
3441
0
        return;
3442
3443
209k
    ImGuiContext& g = *GImGui;
3444
209k
    ImGuiWindow* window = g.CurrentWindow;
3445
209k
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3446
209k
    if (g.LogEnabled)
3447
0
        LogRenderedText(&pos_min, text, text_display_end);
3448
209k
}
3449
3450
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3451
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3452
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3453
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3454
0
{
3455
0
    ImGuiContext& g = *GImGui;
3456
0
    if (text_end_full == NULL)
3457
0
        text_end_full = FindRenderedTextEnd(text);
3458
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3459
3460
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3461
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3462
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3463
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3464
0
    if (text_size.x > pos_max.x - pos_min.x)
3465
0
    {
3466
        // Hello wo...
3467
        // |       |   |
3468
        // min   max   ellipsis_max
3469
        //          <-> this is generally some padding value
3470
3471
0
        const ImFont* font = draw_list->_Data->Font;
3472
0
        const float font_size = draw_list->_Data->FontSize;
3473
0
        const float font_scale = font_size / font->FontSize;
3474
0
        const char* text_end_ellipsis = NULL;
3475
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3476
3477
        // We can now claim the space between pos_max.x and ellipsis_max.x
3478
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3479
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3480
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3481
0
        {
3482
            // Always display at least 1 character if there's no room for character + ellipsis
3483
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3484
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3485
0
        }
3486
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3487
0
        {
3488
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3489
0
            text_end_ellipsis--;
3490
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3491
0
        }
3492
3493
        // Render text, render ellipsis
3494
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3495
0
        ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3496
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3497
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3498
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3499
0
    }
3500
0
    else
3501
0
    {
3502
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3503
0
    }
3504
3505
0
    if (g.LogEnabled)
3506
0
        LogRenderedText(&pos_min, text, text_end_full);
3507
0
}
3508
3509
// Render a rectangle shaped with optional rounding and borders
3510
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3511
22
{
3512
22
    ImGuiContext& g = *GImGui;
3513
22
    ImGuiWindow* window = g.CurrentWindow;
3514
22
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3515
22
    const float border_size = g.Style.FrameBorderSize;
3516
22
    if (border && border_size > 0.0f)
3517
22
    {
3518
22
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3519
22
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3520
22
    }
3521
22
}
3522
3523
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3524
0
{
3525
0
    ImGuiContext& g = *GImGui;
3526
0
    ImGuiWindow* window = g.CurrentWindow;
3527
0
    const float border_size = g.Style.FrameBorderSize;
3528
0
    if (border_size > 0.0f)
3529
0
    {
3530
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3531
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3532
0
    }
3533
0
}
3534
3535
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3536
122k
{
3537
122k
    ImGuiContext& g = *GImGui;
3538
122k
    if (id != g.NavId)
3539
69.1k
        return;
3540
53.4k
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3541
5.99k
        return;
3542
47.4k
    ImGuiWindow* window = g.CurrentWindow;
3543
47.4k
    if (window->DC.NavHideHighlightOneFrame)
3544
0
        return;
3545
3546
47.4k
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3547
47.4k
    ImRect display_rect = bb;
3548
47.4k
    display_rect.ClipWith(window->ClipRect);
3549
47.4k
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3550
5.01k
    {
3551
5.01k
        const float THICKNESS = 2.0f;
3552
5.01k
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3553
5.01k
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3554
5.01k
        bool fully_visible = window->ClipRect.Contains(display_rect);
3555
5.01k
        if (!fully_visible)
3556
3.57k
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3557
5.01k
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3558
5.01k
        if (!fully_visible)
3559
3.57k
            window->DrawList->PopClipRect();
3560
5.01k
    }
3561
47.4k
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3562
42.4k
    {
3563
42.4k
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3564
42.4k
    }
3565
47.4k
}
3566
3567
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3568
0
{
3569
0
    ImGuiContext& g = *GImGui;
3570
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3571
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3572
0
    for (ImGuiViewportP* viewport : g.Viewports)
3573
0
    {
3574
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3575
0
        ImVec2 offset, size, uv[4];
3576
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3577
0
            continue;
3578
0
        const ImVec2 pos = base_pos - offset;
3579
0
        const float scale = base_scale * viewport->DpiScale;
3580
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3581
0
            continue;
3582
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3583
0
        ImTextureID tex_id = font_atlas->TexID;
3584
0
        draw_list->PushTextureID(tex_id);
3585
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3586
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3587
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3588
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3589
0
        draw_list->PopTextureID();
3590
0
    }
3591
0
}
3592
3593
//-----------------------------------------------------------------------------
3594
// [SECTION] INITIALIZATION, SHUTDOWN
3595
//-----------------------------------------------------------------------------
3596
3597
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3598
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3599
ImGuiContext* ImGui::GetCurrentContext()
3600
3
{
3601
3
    return GImGui;
3602
3
}
3603
3604
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3605
3
{
3606
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3607
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3608
#else
3609
3
    GImGui = ctx;
3610
3
#endif
3611
3
}
3612
3613
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3614
0
{
3615
0
    GImAllocatorAllocFunc = alloc_func;
3616
0
    GImAllocatorFreeFunc = free_func;
3617
0
    GImAllocatorUserData = user_data;
3618
0
}
3619
3620
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3621
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3622
0
{
3623
0
    *p_alloc_func = GImAllocatorAllocFunc;
3624
0
    *p_free_func = GImAllocatorFreeFunc;
3625
0
    *p_user_data = GImAllocatorUserData;
3626
0
}
3627
3628
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3629
3
{
3630
3
    ImGuiContext* prev_ctx = GetCurrentContext();
3631
3
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3632
3
    SetCurrentContext(ctx);
3633
3
    Initialize();
3634
3
    if (prev_ctx != NULL)
3635
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3636
3
    return ctx;
3637
3
}
3638
3639
void ImGui::DestroyContext(ImGuiContext* ctx)
3640
0
{
3641
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3642
0
    if (ctx == NULL) //-V1051
3643
0
        ctx = prev_ctx;
3644
0
    SetCurrentContext(ctx);
3645
0
    Shutdown();
3646
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3647
0
    IM_DELETE(ctx);
3648
0
}
3649
3650
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3651
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3652
{
3653
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3654
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3655
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3656
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3657
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3658
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3659
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3660
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3661
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3662
    { ImGuiLocKey_DockingHoldShiftToDock,       "Hold SHIFT to enable Docking window."  },
3663
    { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node."    },
3664
};
3665
3666
void ImGui::Initialize()
3667
3
{
3668
3
    ImGuiContext& g = *GImGui;
3669
3
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3670
3671
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3672
3
    {
3673
3
        ImGuiSettingsHandler ini_handler;
3674
3
        ini_handler.TypeName = "Window";
3675
3
        ini_handler.TypeHash = ImHashStr("Window");
3676
3
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3677
3
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3678
3
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3679
3
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3680
3
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3681
3
        AddSettingsHandler(&ini_handler);
3682
3
    }
3683
3
    TableSettingsAddSettingsHandler();
3684
3685
    // Setup default localization table
3686
3
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3687
3688
    // Setup default platform clipboard/IME handlers.
3689
3
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3690
3
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3691
3
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3692
3
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3693
3694
    // Create default viewport
3695
3
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3696
3
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3697
3
    viewport->Idx = 0;
3698
3
    viewport->PlatformWindowCreated = true;
3699
3
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3700
3
    g.Viewports.push_back(viewport);
3701
3
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3702
3
    g.ViewportCreatedCount++;
3703
3
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3704
3705
3
#ifdef IMGUI_HAS_DOCK
3706
    // Initialize Docking
3707
3
    DockContextInitialize(&g);
3708
3
#endif
3709
3710
3
    g.Initialized = true;
3711
3
}
3712
3713
// This function is merely here to free heap allocations.
3714
void ImGui::Shutdown()
3715
0
{
3716
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3717
0
    ImGuiContext& g = *GImGui;
3718
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3719
0
    {
3720
0
        g.IO.Fonts->Locked = false;
3721
0
        IM_DELETE(g.IO.Fonts);
3722
0
    }
3723
0
    g.IO.Fonts = NULL;
3724
0
    g.DrawListSharedData.TempBuffer.clear();
3725
3726
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3727
0
    if (!g.Initialized)
3728
0
        return;
3729
3730
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3731
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3732
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3733
3734
    // Destroy platform windows
3735
0
    DestroyPlatformWindows();
3736
3737
    // Shutdown extensions
3738
0
    DockContextShutdown(&g);
3739
3740
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3741
3742
    // Clear everything else
3743
0
    g.Windows.clear_delete();
3744
0
    g.WindowsFocusOrder.clear();
3745
0
    g.WindowsTempSortBuffer.clear();
3746
0
    g.CurrentWindow = NULL;
3747
0
    g.CurrentWindowStack.clear();
3748
0
    g.WindowsById.Clear();
3749
0
    g.NavWindow = NULL;
3750
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3751
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3752
0
    g.MovingWindow = NULL;
3753
3754
0
    g.KeysRoutingTable.Clear();
3755
3756
0
    g.ColorStack.clear();
3757
0
    g.StyleVarStack.clear();
3758
0
    g.FontStack.clear();
3759
0
    g.OpenPopupStack.clear();
3760
0
    g.BeginPopupStack.clear();
3761
0
    g.NavTreeNodeStack.clear();
3762
3763
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3764
0
    g.Viewports.clear_delete();
3765
3766
0
    g.TabBars.Clear();
3767
0
    g.CurrentTabBarStack.clear();
3768
0
    g.ShrinkWidthBuffer.clear();
3769
3770
0
    g.ClipperTempData.clear_destruct();
3771
3772
0
    g.Tables.Clear();
3773
0
    g.TablesTempData.clear_destruct();
3774
0
    g.DrawChannelsTempMergeBuffer.clear();
3775
3776
0
    g.ClipboardHandlerData.clear();
3777
0
    g.MenusIdSubmittedThisFrame.clear();
3778
0
    g.InputTextState.ClearFreeMemory();
3779
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3780
3781
0
    g.SettingsWindows.clear();
3782
0
    g.SettingsHandlers.clear();
3783
3784
0
    if (g.LogFile)
3785
0
    {
3786
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3787
0
        if (g.LogFile != stdout)
3788
0
#endif
3789
0
            ImFileClose(g.LogFile);
3790
0
        g.LogFile = NULL;
3791
0
    }
3792
0
    g.LogBuffer.clear();
3793
0
    g.DebugLogBuf.clear();
3794
0
    g.DebugLogIndex.clear();
3795
3796
0
    g.Initialized = false;
3797
0
}
3798
3799
// No specific ordering/dependency support, will see as needed
3800
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3801
0
{
3802
0
    ImGuiContext& g = *ctx;
3803
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3804
0
    g.Hooks.push_back(*hook);
3805
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3806
0
    return g.HookIdNext;
3807
0
}
3808
3809
// Deferred removal, avoiding issue with changing vector while iterating it
3810
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3811
0
{
3812
0
    ImGuiContext& g = *ctx;
3813
0
    IM_ASSERT(hook_id != 0);
3814
0
    for (ImGuiContextHook& hook : g.Hooks)
3815
0
        if (hook.HookId == hook_id)
3816
0
            hook.Type = ImGuiContextHookType_PendingRemoval_;
3817
0
}
3818
3819
// Call context hooks (used by e.g. test engine)
3820
// We assume a small number of hooks so all stored in same array
3821
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3822
629k
{
3823
629k
    ImGuiContext& g = *ctx;
3824
629k
    for (ImGuiContextHook& hook : g.Hooks)
3825
0
        if (hook.Type == hook_type)
3826
0
            hook.Callback(&g, &hook);
3827
629k
}
3828
3829
3830
//-----------------------------------------------------------------------------
3831
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3832
//-----------------------------------------------------------------------------
3833
3834
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3835
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3836
10
{
3837
10
    memset(this, 0, sizeof(*this));
3838
10
    Ctx = ctx;
3839
10
    Name = ImStrdup(name);
3840
10
    NameBufLen = (int)strlen(name) + 1;
3841
10
    ID = ImHashStr(name);
3842
10
    IDStack.push_back(ID);
3843
10
    ViewportAllowPlatformMonitorExtend = -1;
3844
10
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3845
10
    MoveId = GetID("#MOVE");
3846
10
    TabId = GetID("#TAB");
3847
10
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3848
10
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3849
10
    AutoFitFramesX = AutoFitFramesY = -1;
3850
10
    AutoPosLastDirection = ImGuiDir_None;
3851
10
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3852
10
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3853
10
    LastFrameActive = -1;
3854
10
    LastFrameJustFocused = -1;
3855
10
    LastTimeActive = -1.0f;
3856
10
    FontWindowScale = FontDpiScale = 1.0f;
3857
10
    SettingsOffset = -1;
3858
10
    DockOrder = -1;
3859
10
    DrawList = &DrawListInst;
3860
10
    DrawList->_Data = &Ctx->DrawListSharedData;
3861
10
    DrawList->_OwnerName = Name;
3862
10
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3863
10
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3864
10
}
3865
3866
ImGuiWindow::~ImGuiWindow()
3867
0
{
3868
0
    IM_ASSERT(DrawList == &DrawListInst);
3869
0
    IM_DELETE(Name);
3870
0
    ColumnsStorage.clear_destruct();
3871
0
}
3872
3873
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3874
607k
{
3875
607k
    ImGuiID seed = IDStack.back();
3876
607k
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3877
607k
    ImGuiContext& g = *Ctx;
3878
607k
    if (g.DebugHookIdInfo == id)
3879
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3880
607k
    return id;
3881
607k
}
3882
3883
ImGuiID ImGuiWindow::GetID(const void* ptr)
3884
0
{
3885
0
    ImGuiID seed = IDStack.back();
3886
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3887
0
    ImGuiContext& g = *Ctx;
3888
0
    if (g.DebugHookIdInfo == id)
3889
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3890
0
    return id;
3891
0
}
3892
3893
ImGuiID ImGuiWindow::GetID(int n)
3894
104k
{
3895
104k
    ImGuiID seed = IDStack.back();
3896
104k
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3897
104k
    ImGuiContext& g = *Ctx;
3898
104k
    if (g.DebugHookIdInfo == id)
3899
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3900
104k
    return id;
3901
104k
}
3902
3903
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3904
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3905
0
{
3906
0
    ImGuiID seed = IDStack.back();
3907
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3908
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3909
0
    return id;
3910
0
}
3911
3912
static void SetCurrentWindow(ImGuiWindow* window)
3913
629k
{
3914
629k
    ImGuiContext& g = *GImGui;
3915
629k
    g.CurrentWindow = window;
3916
629k
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3917
629k
    if (window)
3918
524k
    {
3919
524k
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3920
524k
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3921
524k
    }
3922
629k
}
3923
3924
void ImGui::GcCompactTransientMiscBuffers()
3925
0
{
3926
0
    ImGuiContext& g = *GImGui;
3927
0
    g.ItemFlagsStack.clear();
3928
0
    g.GroupStack.clear();
3929
0
    TableGcCompactSettings();
3930
0
}
3931
3932
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3933
// Not freed:
3934
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3935
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3936
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3937
3
{
3938
3
    window->MemoryCompacted = true;
3939
3
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3940
3
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3941
3
    window->IDStack.clear();
3942
3
    window->DrawList->_ClearFreeMemory();
3943
3
    window->DC.ChildWindows.clear();
3944
3
    window->DC.ItemWidthStack.clear();
3945
3
    window->DC.TextWrapPosStack.clear();
3946
3
}
3947
3948
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3949
2
{
3950
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3951
    // The other buffers tends to amortize much faster.
3952
2
    window->MemoryCompacted = false;
3953
2
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3954
2
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3955
2
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3956
2
}
3957
3958
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3959
1.17k
{
3960
1.17k
    ImGuiContext& g = *GImGui;
3961
3962
    // Clear previous active id
3963
1.17k
    if (g.ActiveId != 0)
3964
285
    {
3965
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3966
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3967
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3968
285
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3969
0
        {
3970
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3971
0
            g.MovingWindow = NULL;
3972
0
        }
3973
3974
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3975
        // but since this is currently quite an exception we'll leave it as is.
3976
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3977
285
        if (g.InputTextState.ID == g.ActiveId)
3978
0
            InputTextDeactivateHook(g.ActiveId);
3979
285
    }
3980
3981
    // Set active id
3982
1.17k
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3983
1.17k
    if (g.ActiveIdIsJustActivated)
3984
568
    {
3985
568
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3986
568
        g.ActiveIdTimer = 0.0f;
3987
568
        g.ActiveIdHasBeenPressedBefore = false;
3988
568
        g.ActiveIdHasBeenEditedBefore = false;
3989
568
        g.ActiveIdMouseButton = -1;
3990
568
        if (id != 0)
3991
285
        {
3992
285
            g.LastActiveId = id;
3993
285
            g.LastActiveIdTimer = 0.0f;
3994
285
        }
3995
568
    }
3996
1.17k
    g.ActiveId = id;
3997
1.17k
    g.ActiveIdAllowOverlap = false;
3998
1.17k
    g.ActiveIdNoClearOnFocusLoss = false;
3999
1.17k
    g.ActiveIdWindow = window;
4000
1.17k
    g.ActiveIdHasBeenEditedThisFrame = false;
4001
1.17k
    if (id)
4002
285
    {
4003
285
        g.ActiveIdIsAlive = id;
4004
285
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
4005
285
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
4006
285
    }
4007
4008
    // Clear declaration of inputs claimed by the widget
4009
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4010
1.17k
    g.ActiveIdUsingNavDirMask = 0x00;
4011
1.17k
    g.ActiveIdUsingAllKeyboardKeys = false;
4012
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4013
    g.ActiveIdUsingNavInputMask = 0x00;
4014
#endif
4015
1.17k
}
4016
4017
void ImGui::ClearActiveID()
4018
887
{
4019
887
    SetActiveID(0, NULL); // g.ActiveId = 0;
4020
887
}
4021
4022
void ImGui::SetHoveredID(ImGuiID id)
4023
325
{
4024
325
    ImGuiContext& g = *GImGui;
4025
325
    g.HoveredId = id;
4026
325
    g.HoveredIdAllowOverlap = false;
4027
325
    if (id != 0 && g.HoveredIdPreviousFrame != id)
4028
74
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4029
325
}
4030
4031
ImGuiID ImGui::GetHoveredID()
4032
0
{
4033
0
    ImGuiContext& g = *GImGui;
4034
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4035
0
}
4036
4037
// This is called by ItemAdd().
4038
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
4039
void ImGui::KeepAliveID(ImGuiID id)
4040
500k
{
4041
500k
    ImGuiContext& g = *GImGui;
4042
500k
    if (g.ActiveId == id)
4043
1.56k
        g.ActiveIdIsAlive = id;
4044
500k
    if (g.ActiveIdPreviousFrame == id)
4045
1.56k
        g.ActiveIdPreviousFrameIsAlive = true;
4046
500k
}
4047
4048
void ImGui::MarkItemEdited(ImGuiID id)
4049
0
{
4050
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4051
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4052
0
    ImGuiContext& g = *GImGui;
4053
0
    if (g.LockMarkEdited > 0)
4054
0
        return;
4055
0
    if (g.ActiveId == id || g.ActiveId == 0)
4056
0
    {
4057
0
        g.ActiveIdHasBeenEditedThisFrame = true;
4058
0
        g.ActiveIdHasBeenEditedBefore = true;
4059
0
    }
4060
4061
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4062
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4063
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4064
4065
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4066
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4067
0
}
4068
4069
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4070
899
{
4071
    // An active popup disable hovering on other windows (apart from its own children)
4072
    // FIXME-OPT: This could be cached/stored within the window.
4073
899
    ImGuiContext& g = *GImGui;
4074
899
    if (g.NavWindow)
4075
606
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4076
606
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4077
0
            {
4078
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4079
                // NB: The 'else' is important because Modal windows are also Popups.
4080
0
                bool want_inhibit = false;
4081
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4082
0
                    want_inhibit = true;
4083
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4084
0
                    want_inhibit = true;
4085
4086
                // Inhibit hover unless the window is within the stack of our modal/popup
4087
0
                if (want_inhibit)
4088
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4089
0
                        return false;
4090
0
            }
4091
4092
    // Filter by viewport
4093
899
    if (window->Viewport != g.MouseViewport)
4094
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4095
0
            return false;
4096
4097
899
    return true;
4098
899
}
4099
4100
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4101
0
{
4102
0
    ImGuiContext& g = *GImGui;
4103
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4104
0
        return g.Style.HoverDelayNormal;
4105
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4106
0
        return g.Style.HoverDelayShort;
4107
0
    return 0.0f;
4108
0
}
4109
4110
static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
4111
0
{
4112
    // Allow instance flags to override shared flags
4113
0
    if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
4114
0
        shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
4115
0
    return user_flags | shared_flags;
4116
0
}
4117
4118
// This is roughly matching the behavior of internal-facing ItemHoverable()
4119
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4120
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4121
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4122
0
{
4123
0
    ImGuiContext& g = *GImGui;
4124
0
    ImGuiWindow* window = g.CurrentWindow;
4125
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4126
4127
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4128
0
    {
4129
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4130
0
            return false;
4131
0
        if (!IsItemFocused())
4132
0
            return false;
4133
4134
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4135
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
4136
0
    }
4137
0
    else
4138
0
    {
4139
        // Test for bounding box overlap, as updated as ItemAdd()
4140
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4141
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4142
0
            return false;
4143
4144
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4145
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
4146
4147
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4148
4149
        // Done with rectangle culling so we can perform heavier checks now
4150
        // Test if we are hovering the right window (our window could be behind another window)
4151
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4152
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4153
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4154
        // the test that has been running for a long while.
4155
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4156
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4157
0
                return false;
4158
4159
        // Test if another item is active (e.g. being dragged)
4160
0
        const ImGuiID id = g.LastItemData.ID;
4161
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4162
0
            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4163
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4164
0
                    return false;
4165
4166
        // Test if interactions on this window are blocked by an active popup or modal.
4167
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4168
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4169
0
            return false;
4170
4171
        // Test if the item is disabled
4172
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4173
0
            return false;
4174
4175
        // Special handling for calling after Begin() which represent the title bar or tab.
4176
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4177
        // will never be overwritten so we need to detect the case.
4178
0
        if (id == window->MoveId && window->WriteAccessed)
4179
0
            return false;
4180
4181
        // Test if using AllowOverlap and overlapped
4182
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4183
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4184
0
                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4185
0
                    return false;
4186
0
    }
4187
4188
    // Handle hover delay
4189
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4190
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4191
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4192
0
    {
4193
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4194
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4195
0
            g.HoverItemDelayTimer = 0.0f;
4196
0
        g.HoverItemDelayId = hover_delay_id;
4197
4198
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4199
        // but once unlocked on a given item we also moving.
4200
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4201
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4202
0
            return false;
4203
4204
0
        if (g.HoverItemDelayTimer < delay)
4205
0
            return false;
4206
0
    }
4207
4208
0
    return true;
4209
0
}
4210
4211
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4212
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4213
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4214
// If you used this in your legacy/custom widgets code:
4215
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4216
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4217
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4218
423k
{
4219
423k
    ImGuiContext& g = *GImGui;
4220
423k
    ImGuiWindow* window = g.CurrentWindow;
4221
423k
    if (g.HoveredWindow != window)
4222
415k
        return false;
4223
8.01k
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4224
7.68k
        return false;
4225
4226
330
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4227
3
        return false;
4228
327
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4229
2
        return false;
4230
4231
    // Done with rectangle culling so we can perform heavier checks now.
4232
325
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4233
0
    {
4234
0
        g.HoveredIdDisabled = true;
4235
0
        return false;
4236
0
    }
4237
4238
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4239
    // hover test in widgets code. We could also decide to split this function is two.
4240
325
    if (id != 0)
4241
325
    {
4242
        // Drag source doesn't report as hovered
4243
325
        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4244
0
            return false;
4245
4246
325
        SetHoveredID(id);
4247
4248
        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4249
        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4250
325
        if (item_flags & ImGuiItemFlags_AllowOverlap)
4251
0
        {
4252
0
            g.HoveredIdAllowOverlap = true;
4253
0
            if (g.HoveredIdPreviousFrame != id)
4254
0
                return false;
4255
0
        }
4256
325
    }
4257
4258
    // When disabled we'll return false but still set HoveredId
4259
325
    if (item_flags & ImGuiItemFlags_Disabled)
4260
0
    {
4261
        // Release active id if turning disabled
4262
0
        if (g.ActiveId == id && id != 0)
4263
0
            ClearActiveID();
4264
0
        g.HoveredIdDisabled = true;
4265
0
        return false;
4266
0
    }
4267
4268
325
    if (id != 0)
4269
325
    {
4270
        // [DEBUG] Item Picker tool!
4271
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4272
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4273
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4274
325
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4275
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4276
325
        if (g.DebugItemPickerBreakId == id)
4277
0
            IM_DEBUG_BREAK();
4278
325
    }
4279
4280
325
    if (g.NavDisableMouseHover)
4281
59
        return false;
4282
4283
266
    return true;
4284
325
}
4285
4286
// FIXME: This is inlined/duplicated in ItemAdd()
4287
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4288
0
{
4289
0
    ImGuiContext& g = *GImGui;
4290
0
    ImGuiWindow* window = g.CurrentWindow;
4291
0
    if (!bb.Overlaps(window->ClipRect))
4292
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4293
0
            if (!g.LogEnabled)
4294
0
                return true;
4295
0
    return false;
4296
0
}
4297
4298
// This is also inlined in ItemAdd()
4299
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4300
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4301
314k
{
4302
314k
    ImGuiContext& g = *GImGui;
4303
314k
    g.LastItemData.ID = item_id;
4304
314k
    g.LastItemData.InFlags = in_flags;
4305
314k
    g.LastItemData.StatusFlags = item_flags;
4306
314k
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4307
314k
}
4308
4309
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4310
0
{
4311
0
    if (wrap_pos_x < 0.0f)
4312
0
        return 0.0f;
4313
4314
0
    ImGuiContext& g = *GImGui;
4315
0
    ImGuiWindow* window = g.CurrentWindow;
4316
0
    if (wrap_pos_x == 0.0f)
4317
0
    {
4318
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4319
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4320
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4321
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4322
        //else
4323
0
        wrap_pos_x = window->WorkRect.Max.x;
4324
0
    }
4325
0
    else if (wrap_pos_x > 0.0f)
4326
0
    {
4327
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4328
0
    }
4329
4330
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4331
0
}
4332
4333
// IM_ALLOC() == ImGui::MemAlloc()
4334
void* ImGui::MemAlloc(size_t size)
4335
3.71k
{
4336
3.71k
    void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4337
3.71k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4338
3.71k
    if (ImGuiContext* ctx = GImGui)
4339
3.70k
        DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4340
3.71k
#endif
4341
3.71k
    return ptr;
4342
3.71k
}
4343
4344
// IM_FREE() == ImGui::MemFree()
4345
void ImGui::MemFree(void* ptr)
4346
3.56k
{
4347
3.56k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4348
3.56k
    if (ptr != NULL)
4349
3.53k
        if (ImGuiContext* ctx = GImGui)
4350
3.53k
            DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4351
3.56k
#endif
4352
3.56k
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4353
3.56k
}
4354
4355
// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
4356
void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4357
7.24k
{
4358
7.24k
    ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4359
7.24k
    IM_UNUSED(ptr);
4360
7.24k
    if (entry->FrameCount != frame_count)
4361
121
    {
4362
121
        info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4363
121
        entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4364
121
        entry->FrameCount = frame_count;
4365
121
        entry->AllocCount = entry->FreeCount = 0;
4366
121
    }
4367
7.24k
    if (size != (size_t)-1)
4368
3.70k
    {
4369
3.70k
        entry->AllocCount++;
4370
3.70k
        info->TotalAllocCount++;
4371
        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4372
3.70k
    }
4373
3.53k
    else
4374
3.53k
    {
4375
3.53k
        entry->FreeCount++;
4376
3.53k
        info->TotalFreeCount++;
4377
        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4378
3.53k
    }
4379
7.24k
}
4380
4381
const char* ImGui::GetClipboardText()
4382
0
{
4383
0
    ImGuiContext& g = *GImGui;
4384
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4385
0
}
4386
4387
void ImGui::SetClipboardText(const char* text)
4388
0
{
4389
0
    ImGuiContext& g = *GImGui;
4390
0
    if (g.IO.SetClipboardTextFn)
4391
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4392
0
}
4393
4394
const char* ImGui::GetVersion()
4395
0
{
4396
0
    return IMGUI_VERSION;
4397
0
}
4398
4399
ImGuiIO& ImGui::GetIO()
4400
356k
{
4401
356k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4402
356k
    return GImGui->IO;
4403
356k
}
4404
4405
ImGuiPlatformIO& ImGui::GetPlatformIO()
4406
0
{
4407
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4408
0
    return GImGui->PlatformIO;
4409
0
}
4410
4411
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4412
ImDrawData* ImGui::GetDrawData()
4413
104k
{
4414
104k
    ImGuiContext& g = *GImGui;
4415
104k
    ImGuiViewportP* viewport = g.Viewports[0];
4416
104k
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4417
104k
}
4418
4419
double ImGui::GetTime()
4420
340
{
4421
340
    return GImGui->Time;
4422
340
}
4423
4424
int ImGui::GetFrameCount()
4425
0
{
4426
0
    return GImGui->FrameCount;
4427
0
}
4428
4429
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4430
0
{
4431
    // Create the draw list on demand, because they are not frequently used for all viewports
4432
0
    ImGuiContext& g = *GImGui;
4433
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4434
0
    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4435
0
    if (draw_list == NULL)
4436
0
    {
4437
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4438
0
        draw_list->_OwnerName = drawlist_name;
4439
0
        viewport->BgFgDrawLists[drawlist_no] = draw_list;
4440
0
    }
4441
4442
    // Our ImDrawList system requires that there is always a command
4443
0
    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4444
0
    {
4445
0
        draw_list->_ResetForNewFrame();
4446
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4447
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4448
0
        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4449
0
    }
4450
0
    return draw_list;
4451
0
}
4452
4453
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4454
0
{
4455
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4456
0
}
4457
4458
ImDrawList* ImGui::GetBackgroundDrawList()
4459
0
{
4460
0
    ImGuiContext& g = *GImGui;
4461
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4462
0
}
4463
4464
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4465
0
{
4466
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4467
0
}
4468
4469
ImDrawList* ImGui::GetForegroundDrawList()
4470
0
{
4471
0
    ImGuiContext& g = *GImGui;
4472
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4473
0
}
4474
4475
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4476
0
{
4477
0
    return &GImGui->DrawListSharedData;
4478
0
}
4479
4480
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4481
263
{
4482
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4483
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4484
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4485
263
    ImGuiContext& g = *GImGui;
4486
263
    FocusWindow(window);
4487
263
    SetActiveID(window->MoveId, window);
4488
263
    g.NavDisableHighlight = true;
4489
263
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4490
263
    g.ActiveIdNoClearOnFocusLoss = true;
4491
263
    SetActiveIdUsingAllKeyboardKeys();
4492
4493
263
    bool can_move_window = true;
4494
263
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4495
16
        can_move_window = false;
4496
263
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4497
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4498
0
            can_move_window = false;
4499
263
    if (can_move_window)
4500
247
        g.MovingWindow = window;
4501
263
}
4502
4503
// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4504
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
4505
2
{
4506
2
    ImGuiContext& g = *GImGui;
4507
2
    bool can_undock_node = false;
4508
2
    if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4509
0
    {
4510
        // Can undock if:
4511
        // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
4512
        // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows)
4513
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4514
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4515
0
            can_undock_node = true;
4516
0
    }
4517
4518
2
    const bool clicked = IsMouseClicked(0);
4519
2
    const bool dragging = IsMouseDragging(0);
4520
2
    if (can_undock_node && dragging)
4521
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4522
2
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4523
2
        StartMouseMovingWindow(window);
4524
2
}
4525
4526
// Handle mouse moving window
4527
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4528
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4529
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4530
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4531
void ImGui::UpdateMouseMovingWindowNewFrame()
4532
104k
{
4533
104k
    ImGuiContext& g = *GImGui;
4534
104k
    if (g.MovingWindow != NULL)
4535
1.17k
    {
4536
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4537
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4538
1.17k
        KeepAliveID(g.ActiveId);
4539
1.17k
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4540
1.17k
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4541
4542
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4543
1.17k
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4544
1.17k
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4545
926
        {
4546
926
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4547
926
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4548
470
            {
4549
470
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4550
470
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4551
0
                {
4552
0
                    moving_window->Viewport->Pos = pos;
4553
0
                    moving_window->Viewport->UpdateWorkRect();
4554
0
                }
4555
470
            }
4556
926
            FocusWindow(g.MovingWindow);
4557
926
        }
4558
247
        else
4559
247
        {
4560
247
            if (!window_disappared)
4561
247
            {
4562
                // Try to merge the window back into the main viewport.
4563
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4564
247
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4565
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4566
4567
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4568
247
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4569
247
                    g.MouseViewport = moving_window->Viewport;
4570
4571
                // Clear the NoInput window flag set by the Viewport system
4572
247
                if (moving_window->Viewport)
4573
247
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4574
247
            }
4575
4576
247
            g.MovingWindow = NULL;
4577
247
            ClearActiveID();
4578
247
        }
4579
1.17k
    }
4580
103k
    else
4581
103k
    {
4582
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4583
103k
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4584
320
        {
4585
320
            KeepAliveID(g.ActiveId);
4586
320
            if (!g.IO.MouseDown[0])
4587
16
                ClearActiveID();
4588
320
        }
4589
103k
    }
4590
104k
}
4591
4592
// Initiate moving window when clicking on empty space or title bar.
4593
// Handle left-click and right-click focus.
4594
void ImGui::UpdateMouseMovingWindowEndFrame()
4595
104k
{
4596
104k
    ImGuiContext& g = *GImGui;
4597
104k
    if (g.ActiveId != 0 || g.HoveredId != 0)
4598
1.56k
        return;
4599
4600
    // Unless we just made a window/popup appear
4601
103k
    if (g.NavWindow && g.NavWindow->Appearing)
4602
3
        return;
4603
4604
    // Click on empty space to focus window and start moving
4605
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4606
103k
    if (g.IO.MouseClicked[0])
4607
2.95k
    {
4608
        // Handle the edge case of a popup being closed while clicking in its empty space.
4609
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4610
2.95k
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4611
2.95k
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4612
4613
2.95k
        if (root_window != NULL && !is_closed_popup)
4614
261
        {
4615
261
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4616
4617
            // Cancel moving if clicked outside of title bar
4618
261
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4619
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4620
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4621
0
                        g.MovingWindow = NULL;
4622
4623
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4624
261
            if (g.HoveredIdDisabled)
4625
0
                g.MovingWindow = NULL;
4626
261
        }
4627
2.69k
        else if (root_window == NULL && g.NavWindow != NULL)
4628
976
        {
4629
            // Clicking on void disable focus
4630
976
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4631
976
        }
4632
2.95k
    }
4633
4634
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4635
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4636
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4637
103k
    if (g.IO.MouseClicked[1])
4638
697
    {
4639
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4640
        // This is where we can trim the popup stack.
4641
697
        ImGuiWindow* modal = GetTopMostPopupModal();
4642
697
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4643
697
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4644
697
    }
4645
103k
}
4646
4647
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4648
// Need to keep in sync with SetWindowPos()
4649
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4650
0
{
4651
0
    window->Pos += delta;
4652
0
    window->ClipRect.Translate(delta);
4653
0
    window->OuterRectClipped.Translate(delta);
4654
0
    window->InnerRect.Translate(delta);
4655
0
    window->DC.CursorPos += delta;
4656
0
    window->DC.CursorStartPos += delta;
4657
0
    window->DC.CursorMaxPos += delta;
4658
0
    window->DC.IdealMaxPos += delta;
4659
0
}
4660
4661
static void ScaleWindow(ImGuiWindow* window, float scale)
4662
0
{
4663
0
    ImVec2 origin = window->Viewport->Pos;
4664
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4665
0
    window->Size = ImTrunc(window->Size * scale);
4666
0
    window->SizeFull = ImTrunc(window->SizeFull * scale);
4667
0
    window->ContentSize = ImTrunc(window->ContentSize * scale);
4668
0
}
4669
4670
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4671
443k
{
4672
443k
    return (window->Active) && (!window->Hidden);
4673
443k
}
4674
4675
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4676
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4677
104k
{
4678
104k
    ImGuiContext& g = *GImGui;
4679
104k
    ImGuiIO& io = g.IO;
4680
104k
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4681
4682
    // Find the window hovered by mouse:
4683
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4684
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4685
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4686
104k
    bool clear_hovered_windows = false;
4687
104k
    FindHoveredWindow();
4688
104k
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4689
4690
    // Modal windows prevents mouse from hovering behind them.
4691
104k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4692
104k
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4693
0
        clear_hovered_windows = true;
4694
4695
    // Disabled mouse?
4696
104k
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4697
0
        clear_hovered_windows = true;
4698
4699
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4700
    // won't report hovering nor request capture even while dragging over our windows afterward.
4701
104k
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4702
104k
    const bool has_open_modal = (modal_window != NULL);
4703
104k
    int mouse_earliest_down = -1;
4704
104k
    bool mouse_any_down = false;
4705
629k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4706
524k
    {
4707
524k
        if (io.MouseClicked[i])
4708
5.47k
        {
4709
5.47k
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4710
5.47k
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4711
5.47k
        }
4712
524k
        mouse_any_down |= io.MouseDown[i];
4713
524k
        if (io.MouseDown[i])
4714
39.3k
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4715
29.0k
                mouse_earliest_down = i;
4716
524k
    }
4717
104k
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4718
104k
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4719
4720
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4721
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4722
104k
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4723
104k
    if (!mouse_avail && !mouse_dragging_extern_payload)
4724
22.4k
        clear_hovered_windows = true;
4725
4726
104k
    if (clear_hovered_windows)
4727
22.4k
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4728
4729
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4730
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4731
104k
    if (g.WantCaptureMouseNextFrame != -1)
4732
0
    {
4733
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4734
0
    }
4735
104k
    else
4736
104k
    {
4737
104k
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4738
104k
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4739
104k
    }
4740
4741
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4742
104k
    if (g.WantCaptureKeyboardNextFrame != -1)
4743
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4744
104k
    else
4745
104k
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4746
104k
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4747
66.9k
        io.WantCaptureKeyboard = true;
4748
4749
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4750
104k
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4751
104k
}
4752
4753
void ImGui::NewFrame()
4754
104k
{
4755
104k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4756
104k
    ImGuiContext& g = *GImGui;
4757
4758
    // Remove pending delete hooks before frame start.
4759
    // This deferred removal avoid issues of removal while iterating the hook vector
4760
104k
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4761
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4762
0
            g.Hooks.erase(&g.Hooks[n]);
4763
4764
104k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4765
4766
    // Check and assert for various common IO and Configuration mistakes
4767
104k
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4768
104k
    ErrorCheckNewFrameSanityChecks();
4769
104k
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4770
4771
    // Load settings on first frame, save settings when modified (after a delay)
4772
104k
    UpdateSettings();
4773
4774
104k
    g.Time += g.IO.DeltaTime;
4775
104k
    g.WithinFrameScope = true;
4776
104k
    g.FrameCount += 1;
4777
104k
    g.TooltipOverrideCount = 0;
4778
104k
    g.WindowsActiveCount = 0;
4779
104k
    g.MenusIdSubmittedThisFrame.resize(0);
4780
4781
    // Calculate frame-rate for the user, as a purely luxurious feature
4782
104k
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4783
104k
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4784
104k
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4785
104k
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4786
104k
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4787
4788
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4789
104k
    g.InputEventsTrail.resize(0);
4790
104k
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4791
4792
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4793
104k
    UpdateViewportsNewFrame();
4794
4795
    // Setup current font and draw list shared data
4796
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4797
104k
    g.IO.Fonts->Locked = true;
4798
104k
    SetCurrentFont(GetDefaultFont());
4799
104k
    IM_ASSERT(g.Font->IsLoaded());
4800
104k
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4801
104k
    for (ImGuiViewportP* viewport : g.Viewports)
4802
104k
        virtual_space.Add(viewport->GetMainRect());
4803
104k
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4804
104k
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4805
104k
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4806
104k
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4807
104k
    if (g.Style.AntiAliasedLines)
4808
104k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4809
104k
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4810
104k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4811
104k
    if (g.Style.AntiAliasedFill)
4812
104k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4813
104k
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4814
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4815
4816
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4817
104k
    for (ImGuiViewportP* viewport : g.Viewports)
4818
104k
    {
4819
104k
        viewport->DrawData = NULL;
4820
104k
        viewport->DrawDataP.Valid = false;
4821
104k
    }
4822
4823
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4824
104k
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4825
44
        KeepAliveID(g.DragDropPayload.SourceId);
4826
4827
    // Update HoveredId data
4828
104k
    if (!g.HoveredIdPreviousFrame)
4829
104k
        g.HoveredIdTimer = 0.0f;
4830
104k
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4831
104k
        g.HoveredIdNotActiveTimer = 0.0f;
4832
104k
    if (g.HoveredId)
4833
325
        g.HoveredIdTimer += g.IO.DeltaTime;
4834
104k
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4835
294
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4836
104k
    g.HoveredIdPreviousFrame = g.HoveredId;
4837
104k
    g.HoveredId = 0;
4838
104k
    g.HoveredIdAllowOverlap = false;
4839
104k
    g.HoveredIdDisabled = false;
4840
4841
    // Clear ActiveID if the item is not alive anymore.
4842
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4843
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4844
104k
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4845
0
    {
4846
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4847
0
        ClearActiveID();
4848
0
    }
4849
4850
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4851
104k
    if (g.ActiveId)
4852
1.52k
        g.ActiveIdTimer += g.IO.DeltaTime;
4853
104k
    g.LastActiveIdTimer += g.IO.DeltaTime;
4854
104k
    g.ActiveIdPreviousFrame = g.ActiveId;
4855
104k
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4856
104k
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4857
104k
    g.ActiveIdIsAlive = 0;
4858
104k
    g.ActiveIdHasBeenEditedThisFrame = false;
4859
104k
    g.ActiveIdPreviousFrameIsAlive = false;
4860
104k
    g.ActiveIdIsJustActivated = false;
4861
104k
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4862
0
        g.TempInputId = 0;
4863
104k
    if (g.ActiveId == 0)
4864
103k
    {
4865
103k
        g.ActiveIdUsingNavDirMask = 0x00;
4866
103k
        g.ActiveIdUsingAllKeyboardKeys = false;
4867
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4868
        g.ActiveIdUsingNavInputMask = 0x00;
4869
#endif
4870
103k
    }
4871
4872
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4873
    if (g.ActiveId == 0)
4874
        g.ActiveIdUsingNavInputMask = 0;
4875
    else if (g.ActiveIdUsingNavInputMask != 0)
4876
    {
4877
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4878
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4879
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4880
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4881
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4882
            IM_ASSERT(0); // Other values unsupported
4883
    }
4884
#endif
4885
4886
    // Record when we have been stationary as this state is preserved while over same item.
4887
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4888
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4889
104k
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4890
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4891
104k
    else if (g.HoverItemDelayId == 0)
4892
104k
        g.HoverItemUnlockedStationaryId = 0;
4893
104k
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4894
3.02k
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4895
101k
    else if (g.HoveredWindow == NULL)
4896
101k
        g.HoverWindowUnlockedStationaryId = 0;
4897
4898
    // Update hover delay for IsItemHovered() with delays and tooltips
4899
104k
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4900
104k
    if (g.HoverItemDelayId != 0)
4901
0
    {
4902
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4903
0
        g.HoverItemDelayClearTimer = 0.0f;
4904
0
        g.HoverItemDelayId = 0;
4905
0
    }
4906
104k
    else if (g.HoverItemDelayTimer > 0.0f)
4907
0
    {
4908
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4909
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4910
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4911
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4912
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4913
0
    }
4914
4915
    // Drag and drop
4916
104k
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4917
104k
    g.DragDropAcceptIdCurr = 0;
4918
104k
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4919
104k
    g.DragDropWithinSource = false;
4920
104k
    g.DragDropWithinTarget = false;
4921
104k
    g.DragDropHoldJustPressedId = 0;
4922
4923
    // Close popups on focus lost (currently wip/opt-in)
4924
    //if (g.IO.AppFocusLost)
4925
    //    ClosePopupsExceptModals();
4926
4927
    // Update keyboard input state
4928
104k
    UpdateKeyboardInputs();
4929
4930
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4931
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4932
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4933
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4934
4935
    // Update gamepad/keyboard navigation
4936
104k
    NavUpdate();
4937
4938
    // Update mouse input state
4939
104k
    UpdateMouseInputs();
4940
4941
    // Undocking
4942
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4943
104k
    DockContextNewFrameUpdateUndocking(&g);
4944
4945
    // Find hovered window
4946
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4947
104k
    UpdateHoveredWindowAndCaptureFlags();
4948
4949
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4950
104k
    UpdateMouseMovingWindowNewFrame();
4951
4952
    // Background darkening/whitening
4953
104k
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4954
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4955
104k
    else
4956
104k
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4957
4958
104k
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4959
104k
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4960
4961
    // Platform IME data: reset for the frame
4962
104k
    g.PlatformImeDataPrev = g.PlatformImeData;
4963
104k
    g.PlatformImeData.WantVisible = false;
4964
4965
    // Mouse wheel scrolling, scale
4966
104k
    UpdateMouseWheel();
4967
4968
    // Mark all windows as not visible and compact unused memory.
4969
104k
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4970
104k
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4971
104k
    for (ImGuiWindow* window : g.Windows)
4972
338k
    {
4973
338k
        window->WasActive = window->Active;
4974
338k
        window->Active = false;
4975
338k
        window->WriteAccessed = false;
4976
338k
        window->BeginCountPreviousFrame = window->BeginCount;
4977
338k
        window->BeginCount = 0;
4978
4979
        // Garbage collect transient buffers of recently unused windows
4980
338k
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4981
3
            GcCompactTransientWindowBuffers(window);
4982
338k
    }
4983
4984
    // Garbage collect transient buffers of recently unused tables
4985
104k
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4986
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4987
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4988
104k
    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
4989
0
        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
4990
0
            TableGcCompactTransientBuffers(&table_temp_data);
4991
104k
    if (g.GcCompactAll)
4992
0
        GcCompactTransientMiscBuffers();
4993
104k
    g.GcCompactAll = false;
4994
4995
    // Closing the focused window restore focus to the first active root window in descending z-order
4996
104k
    if (g.NavWindow && !g.NavWindow->WasActive)
4997
1
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
4998
4999
    // No window should be open at the beginning of the frame.
5000
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
5001
104k
    g.CurrentWindowStack.resize(0);
5002
104k
    g.BeginPopupStack.resize(0);
5003
104k
    g.ItemFlagsStack.resize(0);
5004
104k
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
5005
104k
    g.GroupStack.resize(0);
5006
5007
    // Docking
5008
104k
    DockContextNewFrameUpdateDocking(&g);
5009
5010
    // [DEBUG] Update debug features
5011
104k
    UpdateDebugToolItemPicker();
5012
104k
    UpdateDebugToolStackQueries();
5013
104k
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
5014
0
        g.DebugLocateId = 0;
5015
104k
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
5016
0
    {
5017
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
5018
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
5019
0
    }
5020
5021
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
5022
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
5023
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
5024
104k
    g.WithinFrameScopeWithImplicitWindow = true;
5025
104k
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
5026
104k
    Begin("Debug##Default");
5027
104k
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
5028
5029
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
5030
    // allowing to validate correct Begin/End behavior in user code.
5031
104k
    if (g.IO.ConfigDebugBeginReturnValueLoop)
5032
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
5033
104k
    else
5034
104k
        g.DebugBeginReturnValueCullDepth = -1;
5035
5036
104k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
5037
104k
}
5038
5039
// FIXME: Add a more explicit sort order in the window structure.
5040
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5041
0
{
5042
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5043
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5044
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5045
0
        return d;
5046
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5047
0
        return d;
5048
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5049
0
}
5050
5051
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5052
338k
{
5053
338k
    out_sorted_windows->push_back(window);
5054
338k
    if (window->Active)
5055
209k
    {
5056
209k
        int count = window->DC.ChildWindows.Size;
5057
209k
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5058
314k
        for (int i = 0; i < count; i++)
5059
104k
        {
5060
104k
            ImGuiWindow* child = window->DC.ChildWindows[i];
5061
104k
            if (child->Active)
5062
104k
                AddWindowToSortBuffer(out_sorted_windows, child);
5063
104k
        }
5064
209k
    }
5065
338k
}
5066
5067
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5068
207k
{
5069
207k
    ImGuiContext& g = *GImGui;
5070
207k
    ImGuiViewportP* viewport = window->Viewport;
5071
207k
    IM_ASSERT(viewport != NULL);
5072
207k
    g.IO.MetricsRenderWindows++;
5073
207k
    if (window->DrawList->_Splitter._Count > 1)
5074
0
        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5075
207k
    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5076
207k
    for (ImGuiWindow* child : window->DC.ChildWindows)
5077
104k
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5078
102k
            AddWindowToDrawData(child, layer);
5079
207k
}
5080
5081
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5082
104k
{
5083
104k
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5084
104k
}
5085
5086
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5087
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5088
104k
{
5089
104k
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5090
104k
}
5091
5092
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5093
104k
{
5094
104k
    int n = builder->Layers[0]->Size;
5095
104k
    int full_size = n;
5096
209k
    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5097
104k
        full_size += builder->Layers[i]->Size;
5098
104k
    builder->Layers[0]->resize(full_size);
5099
209k
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5100
104k
    {
5101
104k
        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5102
104k
        if (layer->empty())
5103
104k
            continue;
5104
7
        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5105
7
        n += layer->Size;
5106
7
        layer->resize(0);
5107
7
    }
5108
104k
}
5109
5110
static void InitViewportDrawData(ImGuiViewportP* viewport)
5111
104k
{
5112
104k
    ImGuiIO& io = ImGui::GetIO();
5113
104k
    ImDrawData* draw_data = &viewport->DrawDataP;
5114
5115
104k
    viewport->DrawData = draw_data; // Make publicly accessible
5116
104k
    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5117
104k
    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5118
104k
    viewport->DrawDataBuilder.Layers[0]->resize(0);
5119
104k
    viewport->DrawDataBuilder.Layers[1]->resize(0);
5120
5121
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5122
    // and to allow applications/backends to easily skip rendering.
5123
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5124
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5125
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5126
104k
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5127
5128
104k
    draw_data->Valid = true;
5129
104k
    draw_data->CmdListsCount = 0;
5130
104k
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5131
104k
    draw_data->DisplayPos = viewport->Pos;
5132
104k
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5133
104k
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5134
104k
    draw_data->OwnerViewport = viewport;
5135
104k
}
5136
5137
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5138
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5139
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5140
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5141
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5142
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5143
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5144
629k
{
5145
629k
    ImGuiWindow* window = GetCurrentWindow();
5146
629k
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5147
629k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5148
629k
}
5149
5150
void ImGui::PopClipRect()
5151
314k
{
5152
314k
    ImGuiWindow* window = GetCurrentWindow();
5153
314k
    window->DrawList->PopClipRect();
5154
314k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5155
314k
}
5156
5157
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5158
0
{
5159
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5160
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5161
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5162
0
    return window;
5163
0
}
5164
5165
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5166
0
{
5167
0
    if ((col & IM_COL32_A_MASK) == 0)
5168
0
        return;
5169
5170
0
    ImGuiViewportP* viewport = window->Viewport;
5171
0
    ImRect viewport_rect = viewport->GetMainRect();
5172
5173
    // Draw behind window by moving the draw command at the FRONT of the draw list
5174
0
    {
5175
        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5176
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5177
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5178
0
        draw_list->ChannelsMerge();
5179
0
        if (draw_list->CmdBuffer.Size == 0)
5180
0
            draw_list->AddDrawCmd();
5181
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5182
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5183
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5184
0
        IM_ASSERT(cmd.ElemCount == 6);
5185
0
        draw_list->CmdBuffer.pop_back();
5186
0
        draw_list->CmdBuffer.push_front(cmd);
5187
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5188
0
        draw_list->PopClipRect();
5189
0
    }
5190
5191
    // Draw over sibling docking nodes in a same docking tree
5192
0
    if (window->RootWindow->DockIsActive)
5193
0
    {
5194
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5195
0
        draw_list->ChannelsMerge();
5196
0
        if (draw_list->CmdBuffer.Size == 0)
5197
0
            draw_list->AddDrawCmd();
5198
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5199
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5200
0
        draw_list->PopClipRect();
5201
0
    }
5202
0
}
5203
5204
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5205
0
{
5206
0
    ImGuiContext& g = *GImGui;
5207
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5208
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5209
0
    {
5210
0
        ImGuiWindow* window = g.Windows[i];
5211
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5212
0
            continue;
5213
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5214
0
            break;
5215
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5216
0
            bottom_most_visible_window = window;
5217
0
    }
5218
0
    return bottom_most_visible_window;
5219
0
}
5220
5221
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5222
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5223
static void ImGui::RenderDimmedBackgrounds()
5224
104k
{
5225
104k
    ImGuiContext& g = *GImGui;
5226
104k
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5227
104k
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5228
104k
        return;
5229
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5230
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5231
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5232
0
        return;
5233
5234
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5235
0
    if (dim_bg_for_modal)
5236
0
    {
5237
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5238
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5239
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5240
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5241
0
    }
5242
0
    else if (dim_bg_for_window_list)
5243
0
    {
5244
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5245
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5246
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5247
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5248
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5249
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5250
5251
        // Draw border around CTRL+Tab target window
5252
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5253
0
        ImGuiViewport* viewport = window->Viewport;
5254
0
        float distance = g.FontSize;
5255
0
        ImRect bb = window->Rect();
5256
0
        bb.Expand(distance);
5257
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5258
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5259
0
        window->DrawList->ChannelsMerge();
5260
0
        if (window->DrawList->CmdBuffer.Size == 0)
5261
0
            window->DrawList->AddDrawCmd();
5262
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5263
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5264
0
        window->DrawList->PopClipRect();
5265
0
    }
5266
5267
    // Draw dimming background on _other_ viewports than the ones our windows are in
5268
0
    for (ImGuiViewportP* viewport : g.Viewports)
5269
0
    {
5270
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5271
0
            continue;
5272
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5273
0
            continue;
5274
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5275
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5276
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5277
0
    }
5278
0
}
5279
5280
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5281
void ImGui::EndFrame()
5282
209k
{
5283
209k
    ImGuiContext& g = *GImGui;
5284
209k
    IM_ASSERT(g.Initialized);
5285
5286
    // Don't process EndFrame() multiple times.
5287
209k
    if (g.FrameCountEnded == g.FrameCount)
5288
104k
        return;
5289
104k
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5290
5291
104k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5292
5293
104k
    ErrorCheckEndFrameSanityChecks();
5294
5295
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5296
104k
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5297
104k
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5298
0
    {
5299
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5300
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5301
0
        if (viewport == NULL)
5302
0
            viewport = GetMainViewport();
5303
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5304
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5305
        {
5306
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5307
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5308
            viewport->PlatformHandleRaw = NULL;
5309
        }
5310
        else
5311
#endif
5312
0
        {
5313
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5314
0
        }
5315
0
    }
5316
5317
    // Hide implicit/fallback "Debug" window if it hasn't been used
5318
104k
    g.WithinFrameScopeWithImplicitWindow = false;
5319
104k
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5320
104k
        g.CurrentWindow->Active = false;
5321
104k
    End();
5322
5323
    // Update navigation: CTRL+Tab, wrap-around requests
5324
104k
    NavEndFrame();
5325
5326
    // Update docking
5327
104k
    DockContextEndFrame(&g);
5328
5329
104k
    SetCurrentViewport(NULL, NULL);
5330
5331
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5332
104k
    if (g.DragDropActive)
5333
50
    {
5334
50
        bool is_delivered = g.DragDropPayload.Delivery;
5335
50
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5336
50
        if (is_delivered || is_elapsed)
5337
3
            ClearDragDrop();
5338
50
    }
5339
5340
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5341
104k
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5342
0
    {
5343
0
        g.DragDropWithinSource = true;
5344
0
        SetTooltip("...");
5345
0
        g.DragDropWithinSource = false;
5346
0
    }
5347
5348
    // End frame
5349
104k
    g.WithinFrameScope = false;
5350
104k
    g.FrameCountEnded = g.FrameCount;
5351
5352
    // Initiate moving window + handle left-click and right-click focus
5353
104k
    UpdateMouseMovingWindowEndFrame();
5354
5355
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5356
104k
    UpdateViewportsEndFrame();
5357
5358
    // Sort the window list so that all child windows are after their parent
5359
    // We cannot do that on FocusWindow() because children may not exist yet
5360
104k
    g.WindowsTempSortBuffer.resize(0);
5361
104k
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5362
104k
    for (ImGuiWindow* window : g.Windows)
5363
338k
    {
5364
338k
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5365
104k
            continue;
5366
233k
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5367
233k
    }
5368
5369
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5370
104k
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5371
104k
    g.Windows.swap(g.WindowsTempSortBuffer);
5372
104k
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5373
5374
    // Unlock font atlas
5375
104k
    g.IO.Fonts->Locked = false;
5376
5377
    // Clear Input data for next frame
5378
104k
    g.IO.MousePosPrev = g.IO.MousePos;
5379
104k
    g.IO.AppFocusLost = false;
5380
104k
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5381
104k
    g.IO.InputQueueCharacters.resize(0);
5382
5383
104k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5384
104k
}
5385
5386
// Prepare the data for rendering so you can call GetDrawData()
5387
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5388
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5389
void ImGui::Render()
5390
104k
{
5391
104k
    ImGuiContext& g = *GImGui;
5392
104k
    IM_ASSERT(g.Initialized);
5393
5394
104k
    if (g.FrameCountEnded != g.FrameCount)
5395
104k
        EndFrame();
5396
104k
    if (g.FrameCountRendered == g.FrameCount)
5397
0
        return;
5398
104k
    g.FrameCountRendered = g.FrameCount;
5399
5400
104k
    g.IO.MetricsRenderWindows = 0;
5401
104k
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5402
5403
    // Add background ImDrawList (for each active viewport)
5404
104k
    for (ImGuiViewportP* viewport : g.Viewports)
5405
104k
    {
5406
104k
        InitViewportDrawData(viewport);
5407
104k
        if (viewport->BgFgDrawLists[0] != NULL)
5408
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5409
104k
    }
5410
5411
    // Draw modal/window whitening backgrounds
5412
104k
    RenderDimmedBackgrounds();
5413
5414
    // Add ImDrawList to render
5415
104k
    ImGuiWindow* windows_to_render_top_most[2];
5416
104k
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5417
104k
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5418
104k
    for (ImGuiWindow* window : g.Windows)
5419
338k
    {
5420
338k
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5421
338k
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5422
104k
            AddRootWindowToDrawData(window);
5423
338k
    }
5424
314k
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5425
209k
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5426
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5427
5428
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5429
104k
    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
5430
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5431
5432
    // Setup ImDrawData structures for end-user
5433
104k
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5434
104k
    for (ImGuiViewportP* viewport : g.Viewports)
5435
104k
    {
5436
104k
        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
5437
5438
        // Add foreground ImDrawList (for each active viewport)
5439
104k
        if (viewport->BgFgDrawLists[1] != NULL)
5440
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5441
5442
        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
5443
104k
        ImDrawData* draw_data = &viewport->DrawDataP;
5444
104k
        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
5445
104k
        for (ImDrawList* draw_list : draw_data->CmdLists)
5446
204k
            draw_list->_PopUnusedDrawCmd();
5447
5448
104k
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5449
104k
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5450
104k
    }
5451
5452
104k
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5453
104k
}
5454
5455
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5456
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5457
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5458
209k
{
5459
209k
    ImGuiContext& g = *GImGui;
5460
5461
209k
    const char* text_display_end;
5462
209k
    if (hide_text_after_double_hash)
5463
209k
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5464
58
    else
5465
58
        text_display_end = text_end;
5466
5467
209k
    ImFont* font = g.Font;
5468
209k
    const float font_size = g.FontSize;
5469
209k
    if (text == text_display_end)
5470
0
        return ImVec2(0.0f, font_size);
5471
209k
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5472
5473
    // Round
5474
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5475
    // FIXME: Investigate using ceilf or e.g.
5476
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5477
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5478
209k
    text_size.x = IM_TRUNC(text_size.x + 0.99999f);
5479
5480
209k
    return text_size;
5481
209k
}
5482
5483
// Find window given position, search front-to-back
5484
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5485
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5486
// called, aka before the next Begin(). Moving window isn't affected.
5487
static void FindHoveredWindow()
5488
104k
{
5489
104k
    ImGuiContext& g = *GImGui;
5490
5491
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5492
104k
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5493
104k
    if (g.MovingWindow)
5494
1.17k
        g.MovingWindow->Viewport = g.MouseViewport;
5495
5496
104k
    ImGuiWindow* hovered_window = NULL;
5497
104k
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5498
104k
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5499
1.17k
        hovered_window = g.MovingWindow;
5500
5501
104k
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5502
104k
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5503
436k
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5504
334k
    {
5505
334k
        ImGuiWindow* window = g.Windows[i];
5506
334k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5507
334k
        if (!window->Active || window->Hidden)
5508
127k
            continue;
5509
206k
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5510
5
            continue;
5511
206k
        IM_ASSERT(window->Viewport);
5512
206k
        if (window->Viewport != g.MouseViewport)
5513
0
            continue;
5514
5515
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5516
206k
        ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
5517
206k
        if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding))
5518
202k
            continue;
5519
5520
        // Support for one rectangular hole in any given window
5521
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5522
4.11k
        if (window->HitTestHoleSize.x != 0)
5523
0
        {
5524
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5525
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5526
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5527
0
                continue;
5528
0
        }
5529
5530
4.11k
        if (hovered_window == NULL)
5531
3.27k
            hovered_window = window;
5532
4.11k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5533
4.11k
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5534
3.27k
            hovered_window_ignoring_moving_window = window;
5535
4.11k
        if (hovered_window && hovered_window_ignoring_moving_window)
5536
3.27k
            break;
5537
4.11k
    }
5538
5539
104k
    g.HoveredWindow = hovered_window;
5540
104k
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5541
5542
104k
    if (g.MovingWindow)
5543
1.17k
        g.MovingWindow->Viewport = moving_window_viewport;
5544
104k
}
5545
5546
bool ImGui::IsItemActive()
5547
142k
{
5548
142k
    ImGuiContext& g = *GImGui;
5549
142k
    if (g.ActiveId)
5550
1.48k
        return g.ActiveId == g.LastItemData.ID;
5551
140k
    return false;
5552
142k
}
5553
5554
bool ImGui::IsItemActivated()
5555
0
{
5556
0
    ImGuiContext& g = *GImGui;
5557
0
    if (g.ActiveId)
5558
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5559
0
            return true;
5560
0
    return false;
5561
0
}
5562
5563
bool ImGui::IsItemDeactivated()
5564
0
{
5565
0
    ImGuiContext& g = *GImGui;
5566
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5567
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5568
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5569
0
}
5570
5571
bool ImGui::IsItemDeactivatedAfterEdit()
5572
0
{
5573
0
    ImGuiContext& g = *GImGui;
5574
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5575
0
}
5576
5577
// == GetItemID() == GetFocusID()
5578
bool ImGui::IsItemFocused()
5579
0
{
5580
0
    ImGuiContext& g = *GImGui;
5581
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5582
0
        return false;
5583
5584
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5585
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5586
0
    ImGuiWindow* window = g.CurrentWindow;
5587
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5588
0
        return false;
5589
5590
0
    return true;
5591
0
}
5592
5593
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5594
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5595
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5596
0
{
5597
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5598
0
}
5599
5600
bool ImGui::IsItemToggledOpen()
5601
0
{
5602
0
    ImGuiContext& g = *GImGui;
5603
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5604
0
}
5605
5606
bool ImGui::IsItemToggledSelection()
5607
0
{
5608
0
    ImGuiContext& g = *GImGui;
5609
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5610
0
}
5611
5612
bool ImGui::IsAnyItemHovered()
5613
0
{
5614
0
    ImGuiContext& g = *GImGui;
5615
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5616
0
}
5617
5618
bool ImGui::IsAnyItemActive()
5619
0
{
5620
0
    ImGuiContext& g = *GImGui;
5621
0
    return g.ActiveId != 0;
5622
0
}
5623
5624
bool ImGui::IsAnyItemFocused()
5625
0
{
5626
0
    ImGuiContext& g = *GImGui;
5627
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5628
0
}
5629
5630
bool ImGui::IsItemVisible()
5631
0
{
5632
0
    ImGuiContext& g = *GImGui;
5633
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5634
0
}
5635
5636
bool ImGui::IsItemEdited()
5637
0
{
5638
0
    ImGuiContext& g = *GImGui;
5639
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5640
0
}
5641
5642
// Allow next item to be overlapped by subsequent items.
5643
// This works by requiring HoveredId to match for two subsequent frames,
5644
// so if a following items overwrite it our interactions will naturally be disabled.
5645
void ImGui::SetNextItemAllowOverlap()
5646
0
{
5647
0
    ImGuiContext& g = *GImGui;
5648
0
    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
5649
0
}
5650
5651
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5652
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5653
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
5654
void ImGui::SetItemAllowOverlap()
5655
{
5656
    ImGuiContext& g = *GImGui;
5657
    ImGuiID id = g.LastItemData.ID;
5658
    if (g.HoveredId == id)
5659
        g.HoveredIdAllowOverlap = true;
5660
    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
5661
        g.ActiveIdAllowOverlap = true;
5662
}
5663
#endif
5664
5665
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5666
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5667
426
{
5668
426
    ImGuiContext& g = *GImGui;
5669
426
    IM_ASSERT(g.ActiveId != 0);
5670
426
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5671
426
    g.ActiveIdUsingAllKeyboardKeys = true;
5672
426
    NavMoveRequestCancel();
5673
426
}
5674
5675
ImGuiID ImGui::GetItemID()
5676
0
{
5677
0
    ImGuiContext& g = *GImGui;
5678
0
    return g.LastItemData.ID;
5679
0
}
5680
5681
ImVec2 ImGui::GetItemRectMin()
5682
0
{
5683
0
    ImGuiContext& g = *GImGui;
5684
0
    return g.LastItemData.Rect.Min;
5685
0
}
5686
5687
ImVec2 ImGui::GetItemRectMax()
5688
0
{
5689
0
    ImGuiContext& g = *GImGui;
5690
0
    return g.LastItemData.Rect.Max;
5691
0
}
5692
5693
ImVec2 ImGui::GetItemRectSize()
5694
0
{
5695
0
    ImGuiContext& g = *GImGui;
5696
0
    return g.LastItemData.Rect.GetSize();
5697
0
}
5698
5699
// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
5700
// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'.
5701
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5702
104k
{
5703
104k
    ImGuiID id = GetCurrentWindow()->GetID(str_id);
5704
104k
    return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
5705
104k
}
5706
5707
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5708
0
{
5709
0
    return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
5710
0
}
5711
5712
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5713
104k
{
5714
104k
    ImGuiContext& g = *GImGui;
5715
104k
    ImGuiWindow* parent_window = g.CurrentWindow;
5716
104k
    IM_ASSERT(id != 0);
5717
5718
    // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
5719
104k
    const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY;
5720
104k
    IM_UNUSED(ImGuiChildFlags_SupportedMask_);
5721
104k
    IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
5722
104k
    if (window_flags & ImGuiWindowFlags_AlwaysAutoResize)
5723
104k
        IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot combine ImGuiChildFlags_ResizeX/ImGuiChildFlags_ResizeY with ImGuiWindowFlags_AlwaysAutoResize.");
5724
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5725
    if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
5726
        child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
5727
#endif
5728
5729
104k
    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking;
5730
104k
    window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
5731
5732
104k
    if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
5733
104k
        window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
5734
5735
    // Forward child flags
5736
104k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
5737
104k
    g.NextWindowData.ChildFlags = child_flags;
5738
5739
    // Forward size
5740
    // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
5741
    // (the alternative would to store conditional flags per axis, which is possible but more code)
5742
104k
    const ImVec2 content_avail = GetContentRegionAvail();
5743
104k
    ImVec2 size = ImTrunc(size_arg);
5744
104k
    if (size.x <= 0.0f)
5745
87.3k
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
5746
104k
    if (size.y <= 0.0f)
5747
77.4k
        size.y = ImMax(content_avail.y + size.y, 4.0f);
5748
104k
    SetNextWindowSize(size);
5749
5750
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5751
104k
    const char* temp_window_name;
5752
104k
    if (name && parent_window->IDStack.back() == parent_window->ID)
5753
104k
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
5754
0
    else if (name)
5755
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5756
0
    else
5757
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5758
5759
104k
    const float backup_border_size = g.Style.ChildBorderSize;
5760
104k
    if ((child_flags & ImGuiChildFlags_Border) == 0)
5761
55.1k
        g.Style.ChildBorderSize = 0.0f;
5762
5763
    // Begin into window
5764
104k
    const bool ret = Begin(temp_window_name, NULL, window_flags);
5765
104k
    g.Style.ChildBorderSize = backup_border_size;
5766
5767
104k
    ImGuiWindow* child_window = g.CurrentWindow;
5768
104k
    child_window->ChildId = id;
5769
5770
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5771
    // While this is not really documented/defined, it seems that the expected thing to do.
5772
104k
    if (child_window->BeginCount == 1)
5773
104k
        parent_window->DC.CursorPos = child_window->Pos;
5774
5775
    // Process navigation-in immediately so NavInit can run on first frame
5776
    // Can enter a child if (A) it has navigable items or (B) it can be scrolled.
5777
104k
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5778
104k
    if (g.ActiveId == temp_id_for_activation)
5779
1
        ClearActiveID();
5780
104k
    if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5781
5
    {
5782
5
        FocusWindow(child_window);
5783
5
        NavInitWindow(child_window, false);
5784
5
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5785
5
        g.ActiveIdSource = g.NavInputSource;
5786
5
    }
5787
104k
    return ret;
5788
104k
}
5789
5790
void ImGui::EndChild()
5791
104k
{
5792
104k
    ImGuiContext& g = *GImGui;
5793
104k
    ImGuiWindow* child_window = g.CurrentWindow;
5794
5795
104k
    IM_ASSERT(g.WithinEndChild == false);
5796
104k
    IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5797
5798
104k
    g.WithinEndChild = true;
5799
104k
    ImVec2 child_size = child_window->Size;
5800
104k
    End();
5801
104k
    if (child_window->BeginCount == 1)
5802
104k
    {
5803
104k
        ImGuiWindow* parent_window = g.CurrentWindow;
5804
104k
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
5805
104k
        ItemSize(child_size);
5806
104k
        if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
5807
74.9k
        {
5808
74.9k
            ItemAdd(bb, child_window->ChildId);
5809
74.9k
            RenderNavHighlight(bb, child_window->ChildId);
5810
5811
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5812
74.9k
            if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
5813
47.6k
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5814
74.9k
        }
5815
29.9k
        else
5816
29.9k
        {
5817
            // Not navigable into
5818
29.9k
            ItemAdd(bb, 0);
5819
5820
            // But when flattened we directly reach items, adjust active layer mask accordingly
5821
29.9k
            if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
5822
0
                parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
5823
29.9k
        }
5824
104k
        if (g.HoveredWindow == child_window)
5825
324
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5826
104k
    }
5827
104k
    g.WithinEndChild = false;
5828
104k
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5829
104k
}
5830
5831
// Helper to create a child window / scrolling region that looks like a normal widget frame.
5832
bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5833
0
{
5834
0
    ImGuiContext& g = *GImGui;
5835
0
    const ImGuiStyle& style = g.Style;
5836
0
    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5837
0
    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5838
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5839
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5840
0
    bool ret = BeginChild(id, size, ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding, ImGuiWindowFlags_NoMove | extra_flags);
5841
0
    PopStyleVar(3);
5842
0
    PopStyleColor();
5843
0
    return ret;
5844
0
}
5845
5846
void ImGui::EndChildFrame()
5847
0
{
5848
0
    EndChild();
5849
0
}
5850
5851
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5852
68
{
5853
68
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5854
68
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5855
68
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5856
68
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5857
68
}
5858
5859
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5860
314k
{
5861
314k
    ImGuiContext& g = *GImGui;
5862
314k
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5863
314k
}
5864
5865
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5866
314k
{
5867
314k
    ImGuiID id = ImHashStr(name);
5868
314k
    return FindWindowByID(id);
5869
314k
}
5870
5871
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5872
0
{
5873
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5874
0
    window->ViewportPos = main_viewport->Pos;
5875
0
    if (settings->ViewportId)
5876
0
    {
5877
0
        window->ViewportId = settings->ViewportId;
5878
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5879
0
    }
5880
0
    window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5881
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5882
0
        window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
5883
0
    window->Collapsed = settings->Collapsed;
5884
0
    window->DockId = settings->DockId;
5885
0
    window->DockOrder = settings->DockOrder;
5886
0
}
5887
5888
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5889
314k
{
5890
314k
    ImGuiContext& g = *GImGui;
5891
5892
314k
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5893
314k
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5894
314k
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5895
7
    {
5896
7
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5897
7
        g.WindowsFocusOrder.push_back(window);
5898
7
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5899
7
    }
5900
314k
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5901
0
    {
5902
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5903
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5904
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5905
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5906
0
        window->FocusOrder = -1;
5907
0
    }
5908
314k
    window->IsExplicitChild = new_is_explicit_child;
5909
314k
}
5910
5911
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5912
10
{
5913
    // Initial window state with e.g. default/arbitrary window position
5914
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5915
10
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5916
10
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5917
10
    window->Size = window->SizeFull = ImVec2(0, 0);
5918
10
    window->ViewportPos = main_viewport->Pos;
5919
10
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5920
5921
10
    if (settings != NULL)
5922
0
    {
5923
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5924
0
        ApplyWindowSettings(window, settings);
5925
0
    }
5926
10
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5927
5928
10
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5929
1
    {
5930
1
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5931
1
        window->AutoFitOnlyGrows = false;
5932
1
    }
5933
9
    else
5934
9
    {
5935
9
        if (window->Size.x <= 0.0f)
5936
9
            window->AutoFitFramesX = 2;
5937
9
        if (window->Size.y <= 0.0f)
5938
9
            window->AutoFitFramesY = 2;
5939
9
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5940
9
    }
5941
10
}
5942
5943
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5944
10
{
5945
    // Create window the first time
5946
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5947
10
    ImGuiContext& g = *GImGui;
5948
10
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5949
10
    window->Flags = flags;
5950
10
    g.WindowsById.SetVoidPtr(window->ID, window);
5951
5952
10
    ImGuiWindowSettings* settings = NULL;
5953
10
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5954
6
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5955
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5956
5957
10
    InitOrLoadWindowSettings(window, settings);
5958
5959
10
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5960
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5961
10
    else
5962
10
        g.Windows.push_back(window);
5963
5964
10
    return window;
5965
10
}
5966
5967
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5968
0
{
5969
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5970
0
}
5971
5972
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5973
629k
{
5974
629k
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5975
629k
}
5976
5977
static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
5978
944k
{
5979
    // Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5980
944k
    ImGuiContext& g = *GImGui;
5981
944k
    ImVec2 size_min;
5982
944k
    if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow))
5983
314k
    {
5984
314k
        size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
5985
314k
        size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
5986
314k
    }
5987
629k
    else
5988
629k
    {
5989
629k
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5990
629k
        size_min = g.Style.WindowMinSize;
5991
629k
        size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
5992
629k
    }
5993
944k
    return size_min;
5994
944k
}
5995
5996
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5997
629k
{
5998
629k
    ImGuiContext& g = *GImGui;
5999
629k
    ImVec2 new_size = size_desired;
6000
629k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
6001
0
    {
6002
        // Using -1,-1 on either X/Y axis to preserve the current size.
6003
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
6004
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
6005
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
6006
0
        if (g.NextWindowData.SizeCallback)
6007
0
        {
6008
0
            ImGuiSizeCallbackData data;
6009
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
6010
0
            data.Pos = window->Pos;
6011
0
            data.CurrentSize = window->SizeFull;
6012
0
            data.DesiredSize = new_size;
6013
0
            g.NextWindowData.SizeCallback(&data);
6014
0
            new_size = data.DesiredSize;
6015
0
        }
6016
0
        new_size.x = IM_TRUNC(new_size.x);
6017
0
        new_size.y = IM_TRUNC(new_size.y);
6018
0
    }
6019
6020
    // Minimum size
6021
629k
    ImVec2 size_min = CalcWindowMinSize(window);
6022
629k
    return ImMax(new_size, size_min);
6023
629k
}
6024
6025
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
6026
314k
{
6027
314k
    bool preserve_old_content_sizes = false;
6028
314k
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
6029
22
        preserve_old_content_sizes = true;
6030
314k
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
6031
2.73k
        preserve_old_content_sizes = true;
6032
314k
    if (preserve_old_content_sizes)
6033
2.75k
    {
6034
2.75k
        *content_size_current = window->ContentSize;
6035
2.75k
        *content_size_ideal = window->ContentSizeIdeal;
6036
2.75k
        return;
6037
2.75k
    }
6038
6039
311k
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
6040
311k
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
6041
311k
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
6042
311k
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
6043
311k
}
6044
6045
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
6046
314k
{
6047
314k
    ImGuiContext& g = *GImGui;
6048
314k
    ImGuiStyle& style = g.Style;
6049
314k
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
6050
314k
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
6051
314k
    ImVec2 size_pad = window->WindowPadding * 2.0f;
6052
314k
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
6053
314k
    if (window->Flags & ImGuiWindowFlags_Tooltip)
6054
29
    {
6055
        // Tooltip always resize
6056
29
        return size_desired;
6057
29
    }
6058
314k
    else
6059
314k
    {
6060
        // Maximum window size is determined by the viewport size or monitor size
6061
314k
        ImVec2 size_min = CalcWindowMinSize(window);
6062
314k
        ImVec2 avail_size = window->Viewport->WorkSize;
6063
314k
        if (window->ViewportOwned)
6064
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
6065
314k
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
6066
314k
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
6067
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
6068
314k
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
6069
6070
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
6071
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
6072
314k
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6073
314k
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
6074
314k
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
6075
314k
        if (will_have_scrollbar_x)
6076
104k
            size_auto_fit.y += style.ScrollbarSize;
6077
314k
        if (will_have_scrollbar_y)
6078
1.76k
            size_auto_fit.x += style.ScrollbarSize;
6079
314k
        return size_auto_fit;
6080
314k
    }
6081
314k
}
6082
6083
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
6084
0
{
6085
0
    ImVec2 size_contents_current;
6086
0
    ImVec2 size_contents_ideal;
6087
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
6088
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
6089
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6090
0
    return size_final;
6091
0
}
6092
6093
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
6094
314k
{
6095
314k
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
6096
29
        return ImGuiCol_PopupBg;
6097
314k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
6098
104k
        return ImGuiCol_ChildBg;
6099
209k
    return ImGuiCol_WindowBg;
6100
314k
}
6101
6102
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
6103
34
{
6104
34
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
6105
34
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
6106
34
    ImVec2 size_expected = pos_max - pos_min;
6107
34
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
6108
34
    *out_pos = pos_min;
6109
34
    if (corner_norm.x == 0.0f)
6110
0
        out_pos->x -= (size_constrained.x - size_expected.x);
6111
34
    if (corner_norm.y == 0.0f)
6112
0
        out_pos->y -= (size_constrained.y - size_expected.y);
6113
34
    *out_size = size_constrained;
6114
34
}
6115
6116
// Data for resizing from resize grip / corner
6117
struct ImGuiResizeGripDef
6118
{
6119
    ImVec2  CornerPosN;
6120
    ImVec2  InnerDir;
6121
    int     AngleMin12, AngleMax12;
6122
};
6123
static const ImGuiResizeGripDef resize_grip_def[4] =
6124
{
6125
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6126
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6127
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6128
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6129
};
6130
6131
// Data for resizing from borders
6132
struct ImGuiResizeBorderDef
6133
{
6134
    ImVec2  InnerDir;               // Normal toward inside
6135
    ImVec2  SegmentN1, SegmentN2;   // End positions, normalized (0,0: upper left)
6136
    float   OuterAngle;             // Angle toward outside
6137
};
6138
static const ImGuiResizeBorderDef resize_border_def[4] =
6139
{
6140
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6141
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6142
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6143
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6144
};
6145
6146
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6147
0
{
6148
0
    ImRect rect = window->Rect();
6149
0
    if (thickness == 0.0f)
6150
0
        rect.Max -= ImVec2(1, 1);
6151
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6152
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6153
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6154
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6155
0
    IM_ASSERT(0);
6156
0
    return ImRect();
6157
0
}
6158
6159
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6160
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6161
0
{
6162
0
    IM_ASSERT(n >= 0 && n < 4);
6163
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6164
0
    id = ImHashStr("#RESIZE", 0, id);
6165
0
    id = ImHashData(&n, sizeof(int), id);
6166
0
    return id;
6167
0
}
6168
6169
// Borders (Left, Right, Up, Down)
6170
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6171
0
{
6172
0
    IM_ASSERT(dir >= 0 && dir < 4);
6173
0
    int n = (int)dir + 4;
6174
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6175
0
    id = ImHashStr("#RESIZE", 0, id);
6176
0
    id = ImHashData(&n, sizeof(int), id);
6177
0
    return id;
6178
0
}
6179
6180
// Handle resize for: Resize Grips, Borders, Gamepad
6181
// Return true when using auto-fit (double-click on resize grip)
6182
static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6183
314k
{
6184
314k
    ImGuiContext& g = *GImGui;
6185
314k
    ImGuiWindowFlags flags = window->Flags;
6186
6187
314k
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6188
104k
        return false;
6189
209k
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6190
104k
        return false;
6191
6192
104k
    int ret_auto_fit_mask = 0x00;
6193
104k
    const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6194
104k
    const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
6195
104k
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6196
6197
104k
    ImRect clamp_rect = visibility_rect;
6198
104k
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6199
104k
    if (window_move_from_title_bar)
6200
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6201
6202
104k
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6203
104k
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6204
6205
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6206
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6207
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6208
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6209
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6210
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6211
104k
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6212
104k
    if (clip_with_viewport_rect)
6213
104k
        window->ClipRect = window->Viewport->GetMainRect();
6214
6215
    // Resize grips and borders are on layer 1
6216
104k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6217
6218
    // Manual resize grips
6219
104k
    PushID("#RESIZE");
6220
209k
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6221
104k
    {
6222
104k
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6223
104k
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6224
6225
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6226
104k
        bool hovered, held;
6227
104k
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6228
104k
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6229
104k
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6230
104k
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6231
104k
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6232
104k
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6233
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6234
104k
        if (hovered || held)
6235
93
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6236
6237
104k
        if (held && g.IO.MouseDoubleClicked[0])
6238
2
        {
6239
            // Auto-fit when double-clicking
6240
2
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6241
2
            ret_auto_fit_mask = 0x03; // Both axises
6242
2
            ClearActiveID();
6243
2
        }
6244
104k
        else if (held)
6245
34
        {
6246
            // Resize from any of the four corners
6247
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6248
34
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6249
34
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6250
34
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6251
34
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6252
34
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6253
34
        }
6254
6255
        // Only lower-left grip is visible before hovering/activating
6256
104k
        if (resize_grip_n == 0 || held || hovered)
6257
104k
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6258
104k
    }
6259
6260
104k
    int resize_border_mask = 0x00;
6261
104k
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
6262
0
        resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
6263
104k
    else
6264
104k
        resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
6265
524k
    for (int border_n = 0; border_n < 4; border_n++)
6266
419k
    {
6267
419k
        if ((resize_border_mask & (1 << border_n)) == 0)
6268
419k
            continue;
6269
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6270
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6271
6272
0
        bool hovered, held;
6273
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6274
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6275
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6276
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6277
        //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6278
0
        if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
6279
0
            hovered = false;
6280
0
        if (hovered || held)
6281
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6282
0
        if (held && g.IO.MouseDoubleClicked[0])
6283
0
        {
6284
            // Double-clicking bottom or right border auto-fit on this axis
6285
            // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
6286
0
            if (border_n == 1 || border_n == 3) // Right and bottom border
6287
0
            {
6288
0
                size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
6289
0
                ret_auto_fit_mask |= (1 << axis);
6290
0
                hovered = held = false; // So border doesn't show highlighted at new position
6291
0
            }
6292
0
            ClearActiveID();
6293
0
        }
6294
0
        else if (held)
6295
0
        {
6296
            // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
6297
            // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
6298
            // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
6299
0
            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true));
6300
0
            if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
6301
0
            {
6302
0
                g.WindowResizeBorderExpectedRect = border_rect;
6303
0
                g.WindowResizeRelativeMode = false;
6304
0
            }
6305
0
            if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
6306
0
                g.WindowResizeRelativeMode = true;
6307
6308
0
            const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
6309
0
            const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
6310
0
            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
6311
6312
            // Use absolute mode position
6313
0
            ImVec2 border_target = window->Pos;
6314
0
            border_target[axis] = border_target_abs_mode_for_axis;
6315
6316
            // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
6317
0
            bool ignore_resize = false;
6318
0
            if (g.WindowResizeRelativeMode)
6319
0
            {
6320
                //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
6321
0
                border_target[axis] = border_target_rel_mode_for_axis;
6322
0
                if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
6323
0
                    ignore_resize = true;
6324
0
            }
6325
6326
            // Clamp, apply
6327
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6328
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6329
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6330
0
            if (window->Flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
6331
0
                border_target = ImClamp(border_target, window->ParentWindow->InnerClipRect.Min, window->ParentWindow->InnerClipRect.Max);
6332
0
            if (!ignore_resize)
6333
0
                CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6334
0
        }
6335
0
        if (hovered)
6336
0
            *border_hovered = border_n;
6337
0
        if (held)
6338
0
            *border_held = border_n;
6339
0
    }
6340
104k
    PopID();
6341
6342
    // Restore nav layer
6343
104k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6344
6345
    // Navigation resize (keyboard/gamepad)
6346
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6347
    // Not even sure the callback works here.
6348
104k
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6349
0
    {
6350
0
        ImVec2 nav_resize_dir;
6351
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6352
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6353
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6354
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6355
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6356
0
        {
6357
0
            const float NAV_RESIZE_SPEED = 600.0f;
6358
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6359
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6360
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6361
0
            g.NavWindowingToggleLayer = false;
6362
0
            g.NavDisableMouseHover = true;
6363
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6364
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
6365
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6366
0
            {
6367
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6368
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6369
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6370
0
            }
6371
0
        }
6372
0
    }
6373
6374
    // Apply back modified position/size to window
6375
104k
    if (size_target.x != FLT_MAX)
6376
36
        window->Size.x = window->SizeFull.x = size_target.x;
6377
104k
    if (size_target.y != FLT_MAX)
6378
36
        window->Size.y = window->SizeFull.y = size_target.y;
6379
104k
    if (pos_target.x != FLT_MAX)
6380
34
        window->Pos.x = ImTrunc(pos_target.x);
6381
104k
    if (pos_target.y != FLT_MAX)
6382
34
        window->Pos.y = ImTrunc(pos_target.y);
6383
104k
    if (size_target.x != FLT_MAX || size_target.y != FLT_MAX || pos_target.x != FLT_MAX || pos_target.y != FLT_MAX)
6384
36
        MarkIniSettingsDirty(window);
6385
6386
    // Recalculate next expected border expected coordinates
6387
104k
    if (*border_held != -1)
6388
0
        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6389
6390
104k
    return ret_auto_fit_mask;
6391
209k
}
6392
6393
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6394
209k
{
6395
209k
    ImGuiContext& g = *GImGui;
6396
209k
    ImVec2 size_for_clamping = window->Size;
6397
209k
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6398
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6399
209k
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6400
209k
}
6401
6402
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6403
314k
{
6404
314k
    ImGuiContext& g = *GImGui;
6405
314k
    float rounding = window->WindowRounding;
6406
314k
    float border_size = window->WindowBorderSize;
6407
314k
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6408
259k
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6409
6410
314k
    if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
6411
0
    {
6412
0
        const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
6413
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6414
0
        const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
6415
0
        const ImU32 border_col = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
6416
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6417
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6418
0
        window->DrawList->PathStroke(border_col, 0, ImMax(2.0f, border_size)); // Thicker than usual
6419
0
    }
6420
314k
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6421
0
    {
6422
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6423
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6424
0
    }
6425
314k
}
6426
6427
// Draw background and borders
6428
// Draw and handle scrollbars
6429
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6430
314k
{
6431
314k
    ImGuiContext& g = *GImGui;
6432
314k
    ImGuiStyle& style = g.Style;
6433
314k
    ImGuiWindowFlags flags = window->Flags;
6434
6435
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6436
314k
    IM_ASSERT(window->BeginCount == 0);
6437
314k
    window->SkipItems = false;
6438
6439
    // Draw window + handle manual resize
6440
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6441
314k
    const float window_rounding = window->WindowRounding;
6442
314k
    const float window_border_size = window->WindowBorderSize;
6443
314k
    if (window->Collapsed)
6444
22
    {
6445
        // Title bar only
6446
22
        const float backup_border_size = style.FrameBorderSize;
6447
22
        g.Style.FrameBorderSize = window->WindowBorderSize;
6448
22
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6449
22
        if (window->ViewportOwned)
6450
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6451
22
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6452
22
        g.Style.FrameBorderSize = backup_border_size;
6453
22
    }
6454
314k
    else
6455
314k
    {
6456
        // Window background
6457
314k
        if (!(flags & ImGuiWindowFlags_NoBackground))
6458
314k
        {
6459
314k
            bool is_docking_transparent_payload = false;
6460
314k
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6461
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6462
0
                    is_docking_transparent_payload = true;
6463
6464
314k
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6465
314k
            if (window->ViewportOwned)
6466
0
            {
6467
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6468
0
                if (is_docking_transparent_payload)
6469
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6470
0
            }
6471
314k
            else
6472
314k
            {
6473
                // Adjust alpha. For docking
6474
314k
                bool override_alpha = false;
6475
314k
                float alpha = 1.0f;
6476
314k
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6477
0
                {
6478
0
                    alpha = g.NextWindowData.BgAlphaVal;
6479
0
                    override_alpha = true;
6480
0
                }
6481
314k
                if (is_docking_transparent_payload)
6482
0
                {
6483
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6484
0
                    override_alpha = true;
6485
0
                }
6486
314k
                if (override_alpha)
6487
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6488
314k
            }
6489
6490
            // Render, for docked windows and host windows we ensure bg goes before decorations
6491
314k
            if (window->DockIsActive)
6492
0
                window->DockNode->LastBgColor = bg_col;
6493
314k
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6494
314k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6495
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6496
314k
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6497
314k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6498
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6499
314k
        }
6500
314k
        if (window->DockIsActive)
6501
0
            window->DockNode->IsBgDrawnThisFrame = true;
6502
6503
        // Title bar
6504
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6505
        // in order for their pos/size to be matching their undocking state.)
6506
314k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6507
209k
        {
6508
209k
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6509
209k
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6510
209k
        }
6511
6512
        // Menu bar
6513
314k
        if (flags & ImGuiWindowFlags_MenuBar)
6514
0
        {
6515
0
            ImRect menu_bar_rect = window->MenuBarRect();
6516
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6517
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6518
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6519
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6520
0
        }
6521
6522
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6523
314k
        ImGuiDockNode* node = window->DockNode;
6524
314k
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6525
0
        {
6526
0
            float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f);
6527
0
            float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
6528
0
            ImVec2 p = node->Pos;
6529
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6530
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6531
0
            KeepAliveID(unhide_id);
6532
0
            bool hovered, held;
6533
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6534
0
                node->WantHiddenTabBarToggle = true;
6535
0
            else if (held && IsMouseDragging(0))
6536
0
                StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button
6537
6538
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6539
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6540
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6541
0
        }
6542
6543
        // Scrollbars
6544
314k
        if (window->ScrollbarX)
6545
104k
            Scrollbar(ImGuiAxis_X);
6546
314k
        if (window->ScrollbarY)
6547
83.2k
            Scrollbar(ImGuiAxis_Y);
6548
6549
        // Render resize grips (after their input handling so we don't have a frame of latency)
6550
314k
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6551
209k
        {
6552
419k
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6553
209k
            {
6554
209k
                const ImU32 col = resize_grip_col[resize_grip_n];
6555
209k
                if ((col & IM_COL32_A_MASK) == 0)
6556
104k
                    continue;
6557
104k
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6558
104k
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6559
104k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6560
104k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6561
104k
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6562
104k
                window->DrawList->PathFillConvex(col);
6563
104k
            }
6564
209k
        }
6565
6566
        // Borders (for dock node host they will be rendered over after the tab bar)
6567
314k
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6568
314k
            RenderWindowOuterBorders(window);
6569
314k
    }
6570
314k
}
6571
6572
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6573
// Render title text, collapse button, close button
6574
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6575
209k
{
6576
209k
    ImGuiContext& g = *GImGui;
6577
209k
    ImGuiStyle& style = g.Style;
6578
209k
    ImGuiWindowFlags flags = window->Flags;
6579
6580
209k
    const bool has_close_button = (p_open != NULL);
6581
209k
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6582
6583
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6584
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6585
209k
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6586
209k
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6587
209k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6588
6589
    // Layout buttons
6590
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6591
209k
    float pad_l = style.FramePadding.x;
6592
209k
    float pad_r = style.FramePadding.x;
6593
209k
    float button_sz = g.FontSize;
6594
209k
    ImVec2 close_button_pos;
6595
209k
    ImVec2 collapse_button_pos;
6596
209k
    if (has_close_button)
6597
0
    {
6598
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6599
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6600
0
    }
6601
209k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6602
0
    {
6603
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6604
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6605
0
    }
6606
209k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6607
209k
    {
6608
209k
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
6609
209k
        pad_l += button_sz + style.ItemInnerSpacing.x;
6610
209k
    }
6611
6612
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6613
209k
    if (has_collapse_button)
6614
209k
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6615
4
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6616
6617
    // Close button
6618
209k
    if (has_close_button)
6619
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6620
0
            *p_open = false;
6621
6622
209k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6623
209k
    g.CurrentItemFlags = item_flags_backup;
6624
6625
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6626
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6627
209k
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6628
209k
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6629
6630
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6631
    // while uncentered title text will still reach edges correctly.
6632
209k
    if (pad_l > style.FramePadding.x)
6633
209k
        pad_l += g.Style.ItemInnerSpacing.x;
6634
209k
    if (pad_r > style.FramePadding.x)
6635
0
        pad_r += g.Style.ItemInnerSpacing.x;
6636
209k
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6637
0
    {
6638
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6639
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6640
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6641
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6642
0
    }
6643
6644
209k
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6645
209k
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6646
209k
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6647
0
    {
6648
0
        ImVec2 marker_pos;
6649
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6650
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6651
0
        if (marker_pos.x > layout_r.Min.x)
6652
0
        {
6653
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6654
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6655
0
        }
6656
0
    }
6657
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6658
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6659
209k
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6660
209k
}
6661
6662
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6663
314k
{
6664
314k
    window->ParentWindow = parent_window;
6665
314k
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6666
314k
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6667
104k
    {
6668
104k
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6669
104k
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6670
104k
            window->RootWindow = parent_window->RootWindow;
6671
104k
    }
6672
314k
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6673
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6674
314k
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6675
104k
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6676
314k
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6677
0
    {
6678
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6679
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6680
0
    }
6681
314k
}
6682
6683
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6684
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6685
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6686
// - WindowA            // FindBlockingModal() returns Modal1
6687
//   - WindowB          //                  .. returns Modal1
6688
//   - Modal1           //                  .. returns Modal2
6689
//      - WindowC       //                  .. returns Modal2
6690
//          - WindowD   //                  .. returns Modal2
6691
//          - Modal2    //                  .. returns Modal2
6692
//            - WindowE //                  .. returns NULL
6693
// Notes:
6694
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6695
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6696
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6697
982
{
6698
982
    ImGuiContext& g = *GImGui;
6699
982
    if (g.OpenPopupStack.Size <= 0)
6700
982
        return NULL;
6701
6702
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6703
0
    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
6704
0
    {
6705
0
        ImGuiWindow* popup_window = popup_data.Window;
6706
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6707
0
            continue;
6708
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6709
0
            continue;
6710
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6711
0
            return popup_window;
6712
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6713
0
            continue;
6714
0
        return popup_window;                                        // Place window right below first block modal
6715
0
    }
6716
0
    return NULL;
6717
0
}
6718
6719
// Push a new Dear ImGui window to add widgets to.
6720
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6721
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6722
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6723
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6724
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6725
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6726
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6727
314k
{
6728
314k
    ImGuiContext& g = *GImGui;
6729
314k
    const ImGuiStyle& style = g.Style;
6730
314k
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6731
314k
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6732
314k
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6733
6734
    // Find or create
6735
314k
    ImGuiWindow* window = FindWindowByName(name);
6736
314k
    const bool window_just_created = (window == NULL);
6737
314k
    if (window_just_created)
6738
10
        window = CreateNewWindow(name, flags);
6739
6740
    // Automatically disable manual moving/resizing when NoInputs is set
6741
314k
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6742
29
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6743
6744
314k
    if (flags & ImGuiWindowFlags_NavFlattened)
6745
314k
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6746
6747
314k
    const int current_frame = g.FrameCount;
6748
314k
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6749
314k
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6750
6751
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6752
314k
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6753
314k
    if (flags & ImGuiWindowFlags_Popup)
6754
0
    {
6755
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6756
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6757
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6758
0
    }
6759
6760
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6761
314k
    const bool window_was_appearing = window->Appearing;
6762
314k
    if (first_begin_of_the_frame)
6763
314k
    {
6764
314k
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6765
314k
        window->Appearing = window_just_activated_by_user;
6766
314k
        if (window->Appearing)
6767
34
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6768
314k
        window->FlagsPreviousFrame = window->Flags;
6769
314k
        window->Flags = (ImGuiWindowFlags)flags;
6770
314k
        window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
6771
314k
        window->LastFrameActive = current_frame;
6772
314k
        window->LastTimeActive = (float)g.Time;
6773
314k
        window->BeginOrderWithinParent = 0;
6774
314k
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6775
314k
    }
6776
0
    else
6777
0
    {
6778
0
        flags = window->Flags;
6779
0
    }
6780
6781
    // Docking
6782
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6783
314k
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6784
314k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6785
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6786
314k
    if (first_begin_of_the_frame)
6787
314k
    {
6788
314k
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6789
314k
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6790
314k
        bool dock_node_was_visible = window->DockNodeIsVisible;
6791
314k
        bool dock_tab_was_visible = window->DockTabIsVisible;
6792
314k
        if (has_dock_node || new_auto_dock_node)
6793
0
        {
6794
0
            BeginDocked(window, p_open);
6795
0
            flags = window->Flags;
6796
0
            if (window->DockIsActive)
6797
0
            {
6798
0
                IM_ASSERT(window->DockNode != NULL);
6799
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6800
0
            }
6801
6802
            // Amend the Appearing flag
6803
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6804
0
            {
6805
0
                window->Appearing = true;
6806
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6807
0
            }
6808
0
        }
6809
314k
        else
6810
314k
        {
6811
314k
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6812
314k
        }
6813
314k
    }
6814
6815
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6816
314k
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6817
314k
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6818
314k
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6819
6820
    // We allow window memory to be compacted so recreate the base stack when needed.
6821
314k
    if (window->IDStack.Size == 0)
6822
2
        window->IDStack.push_back(window->ID);
6823
6824
    // Add to stack
6825
314k
    g.CurrentWindow = window;
6826
314k
    ImGuiWindowStackData window_stack_data;
6827
314k
    window_stack_data.Window = window;
6828
314k
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6829
314k
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6830
314k
    g.CurrentWindowStack.push_back(window_stack_data);
6831
314k
    if (flags & ImGuiWindowFlags_ChildMenu)
6832
0
        g.BeginMenuCount++;
6833
6834
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6835
314k
    if (first_begin_of_the_frame)
6836
314k
    {
6837
314k
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6838
314k
        window->ParentWindowInBeginStack = parent_window_in_stack;
6839
314k
    }
6840
6841
    // Add to focus scope stack
6842
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6843
314k
    PushFocusScope(window->ID);
6844
314k
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6845
314k
    g.CurrentWindow = NULL;
6846
6847
    // Add to popup stack
6848
314k
    if (flags & ImGuiWindowFlags_Popup)
6849
0
    {
6850
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6851
0
        popup_ref.Window = window;
6852
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6853
0
        g.BeginPopupStack.push_back(popup_ref);
6854
0
        window->PopupId = popup_ref.PopupId;
6855
0
    }
6856
6857
    // Process SetNextWindow***() calls
6858
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6859
314k
    bool window_pos_set_by_api = false;
6860
314k
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6861
314k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6862
0
    {
6863
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6864
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6865
0
        {
6866
            // May be processed on the next frame if this is our first frame and we are measuring size
6867
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6868
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6869
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6870
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6871
0
        }
6872
0
        else
6873
0
        {
6874
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6875
0
        }
6876
0
    }
6877
314k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6878
209k
    {
6879
209k
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6880
209k
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6881
209k
        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
6882
0
            g.NextWindowData.SizeVal.x = window->SizeFull.x;
6883
209k
        if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
6884
0
            g.NextWindowData.SizeVal.y = window->SizeFull.y;
6885
209k
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6886
209k
    }
6887
314k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6888
0
    {
6889
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6890
0
        {
6891
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6892
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6893
0
        }
6894
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6895
0
        {
6896
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6897
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6898
0
        }
6899
0
    }
6900
314k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6901
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6902
314k
    else if (first_begin_of_the_frame)
6903
314k
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6904
314k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6905
0
        window->WindowClass = g.NextWindowData.WindowClass;
6906
314k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6907
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6908
314k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6909
0
        FocusWindow(window);
6910
314k
    if (window->Appearing)
6911
34
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6912
6913
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6914
314k
    if (first_begin_of_the_frame)
6915
314k
    {
6916
        // Initialize
6917
314k
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6918
314k
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6919
314k
        window->Active = true;
6920
314k
        window->HasCloseButton = (p_open != NULL);
6921
314k
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6922
314k
        window->IDStack.resize(1);
6923
314k
        window->DrawList->_ResetForNewFrame();
6924
314k
        window->DC.CurrentTableIdx = -1;
6925
314k
        if (flags & ImGuiWindowFlags_DockNodeHost)
6926
0
        {
6927
0
            window->DrawList->ChannelsSplit(2);
6928
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6929
0
        }
6930
6931
        // Restore buffer capacity when woken from a compacted state, to avoid
6932
314k
        if (window->MemoryCompacted)
6933
2
            GcAwakeTransientWindowBuffers(window);
6934
6935
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6936
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6937
314k
        bool window_title_visible_elsewhere = false;
6938
314k
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6939
0
            window_title_visible_elsewhere = true;
6940
314k
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6941
0
            window_title_visible_elsewhere = true;
6942
314k
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6943
0
        {
6944
0
            size_t buf_len = (size_t)window->NameBufLen;
6945
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6946
0
            window->NameBufLen = (int)buf_len;
6947
0
        }
6948
6949
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6950
6951
        // Update contents size from last frame for auto-fitting (or use explicit size)
6952
314k
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6953
6954
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6955
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6956
        // it has a single usage before this code block and may be set below before it is finally checked.
6957
314k
        if (window->HiddenFramesCanSkipItems > 0)
6958
2.73k
            window->HiddenFramesCanSkipItems--;
6959
314k
        if (window->HiddenFramesCannotSkipItems > 0)
6960
27
            window->HiddenFramesCannotSkipItems--;
6961
314k
        if (window->HiddenFramesForRenderOnly > 0)
6962
0
            window->HiddenFramesForRenderOnly--;
6963
6964
        // Hide new windows for one frame until they calculate their size
6965
314k
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6966
4
            window->HiddenFramesCannotSkipItems = 1;
6967
6968
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6969
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6970
314k
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6971
22
        {
6972
22
            window->HiddenFramesCannotSkipItems = 1;
6973
22
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6974
22
            {
6975
22
                if (!window_size_x_set_by_api)
6976
22
                    window->Size.x = window->SizeFull.x = 0.f;
6977
22
                if (!window_size_y_set_by_api)
6978
22
                    window->Size.y = window->SizeFull.y = 0.f;
6979
22
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6980
22
            }
6981
22
        }
6982
6983
        // SELECT VIEWPORT
6984
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6985
6986
314k
        WindowSelectViewport(window);
6987
314k
        SetCurrentViewport(window, window->Viewport);
6988
314k
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6989
314k
        SetCurrentWindow(window);
6990
314k
        flags = window->Flags;
6991
6992
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6993
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6994
6995
314k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
6996
104k
            window->WindowBorderSize = style.ChildBorderSize;
6997
209k
        else
6998
209k
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6999
314k
        window->WindowPadding = style.WindowPadding;
7000
314k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
7001
55.1k
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
7002
7003
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
7004
314k
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
7005
314k
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
7006
7007
314k
        bool use_current_size_for_scrollbar_x = window_just_created;
7008
314k
        bool use_current_size_for_scrollbar_y = window_just_created;
7009
7010
        // Collapse window by double-clicking on title bar
7011
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
7012
314k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
7013
209k
        {
7014
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
7015
209k
            ImRect title_bar_rect = window->TitleBarRect();
7016
209k
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
7017
2
                window->WantCollapseToggle = true;
7018
209k
            if (window->WantCollapseToggle)
7019
6
            {
7020
6
                window->Collapsed = !window->Collapsed;
7021
6
                if (!window->Collapsed)
7022
3
                    use_current_size_for_scrollbar_y = true;
7023
6
                MarkIniSettingsDirty(window);
7024
6
            }
7025
209k
        }
7026
104k
        else
7027
104k
        {
7028
104k
            window->Collapsed = false;
7029
104k
        }
7030
314k
        window->WantCollapseToggle = false;
7031
7032
        // SIZE
7033
7034
        // Outer Decoration Sizes
7035
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
7036
314k
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
7037
314k
        window->DecoOuterSizeX1 = 0.0f;
7038
314k
        window->DecoOuterSizeX2 = 0.0f;
7039
314k
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
7040
314k
        window->DecoOuterSizeY2 = 0.0f;
7041
314k
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
7042
7043
        // Calculate auto-fit size, handle automatic resize
7044
314k
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
7045
314k
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
7046
29
        {
7047
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
7048
29
            if (!window_size_x_set_by_api)
7049
29
            {
7050
29
                window->SizeFull.x = size_auto_fit.x;
7051
29
                use_current_size_for_scrollbar_x = true;
7052
29
            }
7053
29
            if (!window_size_y_set_by_api)
7054
29
            {
7055
29
                window->SizeFull.y = size_auto_fit.y;
7056
29
                use_current_size_for_scrollbar_y = true;
7057
29
            }
7058
29
        }
7059
314k
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7060
6
        {
7061
            // Auto-fit may only grow window during the first few frames
7062
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
7063
6
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
7064
6
            {
7065
6
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
7066
6
                use_current_size_for_scrollbar_x = true;
7067
6
            }
7068
6
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
7069
6
            {
7070
6
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
7071
6
                use_current_size_for_scrollbar_y = true;
7072
6
            }
7073
6
            if (!window->Collapsed)
7074
6
                MarkIniSettingsDirty(window);
7075
6
        }
7076
7077
        // Apply minimum/maximum window size constraints and final size
7078
314k
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
7079
314k
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
7080
7081
        // POSITION
7082
7083
        // Popup latch its initial position, will position itself when it appears next frame
7084
314k
        if (window_just_activated_by_user)
7085
34
        {
7086
34
            window->AutoPosLastDirection = ImGuiDir_None;
7087
34
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
7088
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
7089
34
        }
7090
7091
        // Position child window
7092
314k
        if (flags & ImGuiWindowFlags_ChildWindow)
7093
104k
        {
7094
104k
            IM_ASSERT(parent_window && parent_window->Active);
7095
104k
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
7096
104k
            parent_window->DC.ChildWindows.push_back(window);
7097
104k
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
7098
104k
                window->Pos = parent_window->DC.CursorPos;
7099
104k
        }
7100
7101
314k
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
7102
314k
        if (window_pos_with_pivot)
7103
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
7104
314k
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
7105
0
            window->Pos = FindBestWindowPosForPopup(window);
7106
314k
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
7107
0
            window->Pos = FindBestWindowPosForPopup(window);
7108
314k
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
7109
29
            window->Pos = FindBestWindowPosForPopup(window);
7110
7111
        // Late create viewport if we don't fit within our current host viewport.
7112
314k
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
7113
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
7114
0
            {
7115
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
7116
                //ImGuiViewport* old_viewport = window->Viewport;
7117
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
7118
7119
                // FIXME-DPI
7120
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
7121
0
                SetCurrentViewport(window, window->Viewport);
7122
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7123
0
                SetCurrentWindow(window);
7124
0
            }
7125
7126
314k
        if (window->ViewportOwned)
7127
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
7128
7129
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
7130
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
7131
314k
        ImRect viewport_rect(window->Viewport->GetMainRect());
7132
314k
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
7133
314k
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
7134
314k
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
7135
7136
        // Clamp position/size so window stays visible within its viewport or monitor
7137
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
7138
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
7139
314k
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
7140
209k
        {
7141
209k
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
7142
209k
            {
7143
209k
                ClampWindowPos(window, visibility_rect);
7144
209k
            }
7145
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
7146
0
            {
7147
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
7148
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
7149
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
7150
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
7151
0
                ClampWindowPos(window, visibility_rect);
7152
0
            }
7153
209k
        }
7154
314k
        window->Pos = ImTrunc(window->Pos);
7155
7156
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
7157
        // Large values tend to lead to variety of artifacts and are not recommended.
7158
314k
        if (window->ViewportOwned || window->DockIsActive)
7159
0
            window->WindowRounding = 0.0f;
7160
314k
        else
7161
314k
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
7162
7163
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
7164
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
7165
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
7166
7167
        // Apply window focus (new and reactivated windows are moved to front)
7168
314k
        bool want_focus = false;
7169
314k
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
7170
34
        {
7171
34
            if (flags & ImGuiWindowFlags_Popup)
7172
0
                want_focus = true;
7173
34
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
7174
6
                want_focus = true;
7175
34
        }
7176
7177
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
7178
#ifdef IMGUI_ENABLE_TEST_ENGINE
7179
        if (g.TestEngineHookItems)
7180
        {
7181
            IM_ASSERT(window->IDStack.Size == 1);
7182
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
7183
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
7184
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
7185
            window->IDStack.Size = 1;
7186
        }
7187
#endif
7188
7189
        // Decide if we are going to handle borders and resize grips
7190
314k
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7191
7192
        // Handle manual resize: Resize Grips, Borders, Gamepad
7193
314k
        int border_hovered = -1, border_held = -1;
7194
314k
        ImU32 resize_grip_col[4] = {};
7195
314k
        const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7196
314k
        const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7197
314k
        if (handle_borders_and_resize_grips && !window->Collapsed)
7198
314k
            if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7199
2
            {
7200
2
                if (auto_fit_mask & (1 << ImGuiAxis_X))
7201
2
                    use_current_size_for_scrollbar_x = true;
7202
2
                if (auto_fit_mask & (1 << ImGuiAxis_Y))
7203
2
                    use_current_size_for_scrollbar_y = true;
7204
2
            }
7205
314k
        window->ResizeBorderHovered = (signed char)border_hovered;
7206
314k
        window->ResizeBorderHeld = (signed char)border_held;
7207
7208
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7209
314k
        if (window->ViewportOwned)
7210
0
        {
7211
0
            if (!window->Viewport->PlatformRequestMove)
7212
0
                window->Viewport->Pos = window->Pos;
7213
0
            if (!window->Viewport->PlatformRequestResize)
7214
0
                window->Viewport->Size = window->Size;
7215
0
            window->Viewport->UpdateWorkRect();
7216
0
            viewport_rect = window->Viewport->GetMainRect();
7217
0
        }
7218
7219
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7220
314k
        window->ViewportPos = window->Viewport->Pos;
7221
7222
        // SCROLLBAR VISIBILITY
7223
7224
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7225
314k
        if (!window->Collapsed)
7226
314k
        {
7227
            // When reading the current size we need to read it after size constraints have been applied.
7228
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7229
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7230
314k
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7231
314k
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7232
314k
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7233
314k
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7234
314k
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7235
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7236
314k
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7237
314k
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7238
314k
            if (window->ScrollbarX && !window->ScrollbarY)
7239
32.2k
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7240
314k
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7241
7242
            // Amend the partially filled window->DecorationXXX values.
7243
314k
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7244
314k
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7245
314k
        }
7246
7247
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7248
        // Update various regions. Variables they depend on should be set above in this function.
7249
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7250
7251
        // Outer rectangle
7252
        // Not affected by window border size. Used by:
7253
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7254
        // - Begin() initial clipping rect for drawing window background and borders.
7255
        // - Begin() clipping whole child
7256
314k
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7257
314k
        const ImRect outer_rect = window->Rect();
7258
314k
        const ImRect title_bar_rect = window->TitleBarRect();
7259
314k
        window->OuterRectClipped = outer_rect;
7260
314k
        if (window->DockIsActive)
7261
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7262
314k
        window->OuterRectClipped.ClipWith(host_rect);
7263
7264
        // Inner rectangle
7265
        // Not affected by window border size. Used by:
7266
        // - InnerClipRect
7267
        // - ScrollToRectEx()
7268
        // - NavUpdatePageUpPageDown()
7269
        // - Scrollbar()
7270
314k
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7271
314k
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7272
314k
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7273
314k
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7274
7275
        // Inner clipping rectangle.
7276
        // Will extend a little bit outside the normal work region.
7277
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7278
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7279
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7280
        // Affected by window/frame border size. Used by:
7281
        // - Begin() initial clip rect
7282
314k
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7283
314k
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7284
314k
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7285
314k
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7286
314k
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7287
314k
        window->InnerClipRect.ClipWithFull(host_rect);
7288
7289
        // Default item width. Make it proportional to window size if window manually resizes
7290
314k
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7291
314k
            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
7292
29
        else
7293
29
            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
7294
7295
        // SCROLLING
7296
7297
        // Lock down maximum scrolling
7298
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7299
        // for right/bottom aligned items without creating a scrollbar.
7300
314k
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7301
314k
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7302
7303
        // Apply scrolling
7304
314k
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7305
314k
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7306
314k
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7307
7308
        // DRAWING
7309
7310
        // Setup draw list and outer clipping rectangle
7311
314k
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7312
314k
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7313
314k
        PushClipRect(host_rect.Min, host_rect.Max, false);
7314
7315
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7316
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7317
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7318
314k
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7319
314k
        if (is_undocked_or_docked_visible)
7320
314k
        {
7321
314k
            bool render_decorations_in_parent = false;
7322
314k
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7323
104k
            {
7324
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7325
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7326
104k
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7327
104k
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7328
104k
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7329
104k
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7330
104k
                    render_decorations_in_parent = true;
7331
104k
            }
7332
314k
            if (render_decorations_in_parent)
7333
104k
                window->DrawList = parent_window->DrawList;
7334
7335
            // Handle title bar, scrollbar, resize grips and resize borders
7336
314k
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7337
314k
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7338
314k
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7339
7340
314k
            if (render_decorations_in_parent)
7341
104k
                window->DrawList = &window->DrawListInst;
7342
314k
        }
7343
7344
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7345
7346
        // Work rectangle.
7347
        // Affected by window padding and border size. Used by:
7348
        // - Columns() for right-most edge
7349
        // - TreeNode(), CollapsingHeader() for right-most edge
7350
        // - BeginTabBar() for right-most edge
7351
314k
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7352
314k
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7353
314k
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7354
314k
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7355
314k
        window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7356
314k
        window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7357
314k
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7358
314k
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7359
314k
        window->ParentWorkRect = window->WorkRect;
7360
7361
        // [LEGACY] Content Region
7362
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7363
        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
7364
        // Used by:
7365
        // - Mouse wheel scrolling + many other things
7366
314k
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7367
314k
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7368
314k
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7369
314k
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7370
7371
        // Setup drawing context
7372
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7373
314k
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7374
314k
        window->DC.GroupOffset.x = 0.0f;
7375
314k
        window->DC.ColumnsOffset.x = 0.0f;
7376
7377
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7378
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7379
314k
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7380
314k
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7381
314k
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7382
314k
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7383
314k
        window->DC.CursorPos = window->DC.CursorStartPos;
7384
314k
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7385
314k
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7386
314k
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7387
314k
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7388
314k
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7389
314k
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7390
7391
314k
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7392
314k
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7393
314k
        window->DC.NavLayersActiveMaskNext = 0x00;
7394
314k
        window->DC.NavIsScrollPushableX = true;
7395
314k
        window->DC.NavHideHighlightOneFrame = false;
7396
314k
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7397
7398
314k
        window->DC.MenuBarAppending = false;
7399
314k
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7400
314k
        window->DC.TreeDepth = 0;
7401
314k
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7402
314k
        window->DC.ChildWindows.resize(0);
7403
314k
        window->DC.StateStorage = &window->StateStorage;
7404
314k
        window->DC.CurrentColumns = NULL;
7405
314k
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7406
314k
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7407
7408
314k
        window->DC.ItemWidth = window->ItemWidthDefault;
7409
314k
        window->DC.TextWrapPos = -1.0f; // disabled
7410
314k
        window->DC.ItemWidthStack.resize(0);
7411
314k
        window->DC.TextWrapPosStack.resize(0);
7412
7413
314k
        if (window->AutoFitFramesX > 0)
7414
8
            window->AutoFitFramesX--;
7415
314k
        if (window->AutoFitFramesY > 0)
7416
8
            window->AutoFitFramesY--;
7417
7418
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7419
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7420
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7421
        // - Position window behind the modal that is not a begin-parent of this window.
7422
314k
        if (want_focus)
7423
6
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7424
314k
        if (want_focus && window == g.NavWindow)
7425
6
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7426
7427
        // Close requested by platform window (apply to all windows in this viewport)
7428
314k
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7429
0
        {
7430
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7431
0
            *p_open = false;
7432
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7433
0
        }
7434
7435
        // Title bar
7436
314k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7437
209k
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7438
7439
        // Clear hit test shape every frame
7440
314k
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7441
7442
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7443
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7444
        // Maybe we can support CTRL+C on every element?
7445
        /*
7446
        //if (g.NavWindow == window && g.ActiveId == 0)
7447
        if (g.ActiveId == window->MoveId)
7448
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7449
                LogToClipboard();
7450
        */
7451
7452
314k
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7453
314k
        {
7454
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7455
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7456
314k
            if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7457
928
                BeginDockableDragDropSource(window);
7458
7459
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7460
314k
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7461
97
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7462
53
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7463
53
                        BeginDockableDragDropTarget(window);
7464
314k
        }
7465
7466
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7467
        // This is useful to allow creating context menus on title bar only, etc.
7468
314k
        if (window->DockIsActive)
7469
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7470
314k
        else
7471
314k
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7472
7473
        // [DEBUG]
7474
314k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7475
314k
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7476
0
            DebugLocateItemResolveWithLastItem();
7477
314k
#endif
7478
7479
        // [Test Engine] Register title bar / tab with MoveId.
7480
#ifdef IMGUI_ENABLE_TEST_ENGINE
7481
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7482
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7483
#endif
7484
314k
    }
7485
0
    else
7486
0
    {
7487
        // Append
7488
0
        SetCurrentViewport(window, window->Viewport);
7489
0
        SetCurrentWindow(window);
7490
0
    }
7491
7492
314k
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7493
314k
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7494
7495
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7496
314k
    window->WriteAccessed = false;
7497
314k
    window->BeginCount++;
7498
314k
    g.NextWindowData.ClearFlags();
7499
7500
    // Update visibility
7501
314k
    if (first_begin_of_the_frame)
7502
314k
    {
7503
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7504
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7505
        // This is analogous to regular windows being hidden from one frame.
7506
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7507
314k
        if (window->DockIsActive && !window->DockTabIsVisible)
7508
0
        {
7509
0
            if (window->LastFrameJustFocused == g.FrameCount)
7510
0
                window->HiddenFramesCannotSkipItems = 1;
7511
0
            else
7512
0
                window->HiddenFramesCanSkipItems = 1;
7513
0
        }
7514
7515
314k
        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
7516
104k
        {
7517
            // Child window can be out of sight and have "negative" clip windows.
7518
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7519
104k
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive);
7520
104k
            const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7521
104k
            if (!g.LogEnabled && !nav_request)
7522
104k
                if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7523
2.73k
                    window->HiddenFramesCanSkipItems = 1;
7524
7525
            // Hide along with parent or if parent is collapsed
7526
104k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7527
0
                window->HiddenFramesCanSkipItems = 1;
7528
104k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7529
3
                window->HiddenFramesCannotSkipItems = 1;
7530
104k
        }
7531
7532
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7533
314k
        if (style.Alpha <= 0.0f)
7534
0
            window->HiddenFramesCanSkipItems = 1;
7535
7536
        // Update the Hidden flag
7537
314k
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7538
314k
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7539
7540
        // Disable inputs for requested number of frames
7541
314k
        if (window->DisableInputsFrames > 0)
7542
0
        {
7543
0
            window->DisableInputsFrames--;
7544
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7545
0
        }
7546
7547
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7548
314k
        bool skip_items = false;
7549
314k
        if (window->Collapsed || !window->Active || hidden_regular)
7550
2.78k
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7551
2.75k
                skip_items = true;
7552
314k
        window->SkipItems = skip_items;
7553
7554
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7555
314k
        if (window->SkipItems)
7556
2.75k
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7557
7558
        // Sanity check: there are two spots which can set Appearing = true
7559
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7560
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7561
314k
        if (window->SkipItems && !window->Appearing)
7562
314k
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7563
314k
    }
7564
7565
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7566
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7567
314k
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7568
0
    {
7569
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7570
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7571
0
        return false;
7572
0
    }
7573
7574
314k
    return !window->SkipItems;
7575
314k
}
7576
7577
void ImGui::End()
7578
314k
{
7579
314k
    ImGuiContext& g = *GImGui;
7580
314k
    ImGuiWindow* window = g.CurrentWindow;
7581
7582
    // Error checking: verify that user hasn't called End() too many times!
7583
314k
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7584
0
    {
7585
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7586
0
        return;
7587
0
    }
7588
314k
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7589
7590
    // Error checking: verify that user doesn't directly call End() on a child window.
7591
314k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7592
314k
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7593
7594
    // Close anything that is open
7595
314k
    if (window->DC.CurrentColumns)
7596
0
        EndColumns();
7597
314k
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7598
314k
        PopClipRect();
7599
314k
    PopFocusScope();
7600
7601
    // Stop logging
7602
314k
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7603
209k
        LogFinish();
7604
7605
314k
    if (window->DC.IsSetPos)
7606
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7607
7608
    // Docking: report contents sizes to parent to allow for auto-resize
7609
314k
    if (window->DockNode && window->DockTabIsVisible)
7610
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7611
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7612
7613
    // Pop from window stack
7614
314k
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7615
314k
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7616
0
        g.BeginMenuCount--;
7617
314k
    if (window->Flags & ImGuiWindowFlags_Popup)
7618
0
        g.BeginPopupStack.pop_back();
7619
314k
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7620
314k
    g.CurrentWindowStack.pop_back();
7621
314k
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7622
314k
    if (g.CurrentWindow)
7623
209k
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7624
314k
}
7625
7626
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7627
35.1k
{
7628
35.1k
    ImGuiContext& g = *GImGui;
7629
35.1k
    IM_ASSERT(window == window->RootWindow);
7630
7631
35.1k
    const int cur_order = window->FocusOrder;
7632
35.1k
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7633
35.1k
    if (g.WindowsFocusOrder.back() == window)
7634
35.1k
        return;
7635
7636
1
    const int new_order = g.WindowsFocusOrder.Size - 1;
7637
2
    for (int n = cur_order; n < new_order; n++)
7638
1
    {
7639
1
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7640
1
        g.WindowsFocusOrder[n]->FocusOrder--;
7641
1
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7642
1
    }
7643
1
    g.WindowsFocusOrder[new_order] = window;
7644
1
    window->FocusOrder = (short)new_order;
7645
1
}
7646
7647
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7648
35.1k
{
7649
35.1k
    ImGuiContext& g = *GImGui;
7650
35.1k
    ImGuiWindow* current_front_window = g.Windows.back();
7651
35.1k
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7652
35.1k
        return;
7653
2
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7654
2
        if (g.Windows[i] == window)
7655
1
        {
7656
1
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7657
1
            g.Windows[g.Windows.Size - 1] = window;
7658
1
            break;
7659
1
        }
7660
1
}
7661
7662
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7663
0
{
7664
0
    ImGuiContext& g = *GImGui;
7665
0
    if (g.Windows[0] == window)
7666
0
        return;
7667
0
    for (int i = 0; i < g.Windows.Size; i++)
7668
0
        if (g.Windows[i] == window)
7669
0
        {
7670
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7671
0
            g.Windows[0] = window;
7672
0
            break;
7673
0
        }
7674
0
}
7675
7676
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7677
0
{
7678
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7679
0
    ImGuiContext& g = *GImGui;
7680
0
    window = window->RootWindow;
7681
0
    behind_window = behind_window->RootWindow;
7682
0
    int pos_wnd = FindWindowDisplayIndex(window);
7683
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7684
0
    if (pos_wnd < pos_beh)
7685
0
    {
7686
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7687
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7688
0
        g.Windows[pos_beh - 1] = window;
7689
0
    }
7690
0
    else
7691
0
    {
7692
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7693
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7694
0
        g.Windows[pos_beh] = window;
7695
0
    }
7696
0
}
7697
7698
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7699
0
{
7700
0
    ImGuiContext& g = *GImGui;
7701
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7702
0
}
7703
7704
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7705
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7706
55.1k
{
7707
55.1k
    ImGuiContext& g = *GImGui;
7708
7709
    // Modal check?
7710
55.1k
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7711
982
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7712
0
        {
7713
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7714
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7715
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7716
0
            return;
7717
0
        }
7718
7719
    // Find last focused child (if any) and focus it instead.
7720
55.1k
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7721
1
        window = NavRestoreLastChildNavWindow(window);
7722
7723
    // Apply focus
7724
55.1k
    if (g.NavWindow != window)
7725
22.8k
    {
7726
22.8k
        SetNavWindow(window);
7727
22.8k
        if (window && g.NavDisableMouseHover)
7728
2.51k
            g.NavMousePosDirty = true;
7729
22.8k
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7730
22.8k
        g.NavLayer = ImGuiNavLayer_Main;
7731
22.8k
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7732
22.8k
        g.NavIdIsAlive = false;
7733
22.8k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
7734
7735
        // Close popups if any
7736
22.8k
        ClosePopupsOverWindow(window, false);
7737
22.8k
    }
7738
7739
    // Move the root window to the top of the pile
7740
55.1k
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7741
55.1k
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7742
55.1k
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7743
55.1k
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7744
55.1k
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7745
7746
    // Steal active widgets. Some of the cases it triggers includes:
7747
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7748
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7749
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7750
55.1k
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7751
223
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7752
13
            ClearActiveID();
7753
7754
    // Passing NULL allow to disable keyboard focus
7755
55.1k
    if (!window)
7756
20.0k
        return;
7757
35.1k
    window->LastFrameJustFocused = g.FrameCount;
7758
7759
    // Select in dock node
7760
    // For #2304 we avoid applying focus immediately before the tabbar is visible.
7761
    //if (dock_node && dock_node->TabBar)
7762
    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7763
7764
    // Bring to front
7765
35.1k
    BringWindowToFocusFront(focus_front_window);
7766
35.1k
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7767
35.1k
        BringWindowToDisplayFront(display_front_window);
7768
35.1k
}
7769
7770
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7771
1
{
7772
1
    ImGuiContext& g = *GImGui;
7773
1
    int start_idx = g.WindowsFocusOrder.Size - 1;
7774
1
    if (under_this_window != NULL)
7775
0
    {
7776
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7777
0
        int offset = -1;
7778
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7779
0
        {
7780
0
            under_this_window = under_this_window->ParentWindow;
7781
0
            offset = 0;
7782
0
        }
7783
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7784
0
    }
7785
1
    for (int i = start_idx; i >= 0; i--)
7786
1
    {
7787
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7788
1
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7789
1
        if (window == ignore_window || !window->WasActive)
7790
0
            continue;
7791
1
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7792
0
            continue;
7793
1
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7794
1
        {
7795
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7796
            // This is failing (lagging by one frame) for docked windows.
7797
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7798
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7799
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7800
1
            FocusWindow(window, flags);
7801
1
            return;
7802
1
        }
7803
1
    }
7804
0
    FocusWindow(NULL, flags);
7805
0
}
7806
7807
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7808
void ImGui::SetCurrentFont(ImFont* font)
7809
104k
{
7810
104k
    ImGuiContext& g = *GImGui;
7811
104k
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7812
104k
    IM_ASSERT(font->Scale > 0.0f);
7813
104k
    g.Font = font;
7814
104k
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7815
104k
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7816
7817
104k
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7818
104k
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7819
104k
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7820
104k
    g.DrawListSharedData.Font = g.Font;
7821
104k
    g.DrawListSharedData.FontSize = g.FontSize;
7822
104k
}
7823
7824
void ImGui::PushFont(ImFont* font)
7825
0
{
7826
0
    ImGuiContext& g = *GImGui;
7827
0
    if (!font)
7828
0
        font = GetDefaultFont();
7829
0
    SetCurrentFont(font);
7830
0
    g.FontStack.push_back(font);
7831
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7832
0
}
7833
7834
void  ImGui::PopFont()
7835
0
{
7836
0
    ImGuiContext& g = *GImGui;
7837
0
    g.CurrentWindow->DrawList->PopTextureID();
7838
0
    g.FontStack.pop_back();
7839
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7840
0
}
7841
7842
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7843
104k
{
7844
104k
    ImGuiContext& g = *GImGui;
7845
104k
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7846
104k
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7847
104k
    if (enabled)
7848
0
        item_flags |= option;
7849
104k
    else
7850
104k
        item_flags &= ~option;
7851
104k
    g.CurrentItemFlags = item_flags;
7852
104k
    g.ItemFlagsStack.push_back(item_flags);
7853
104k
}
7854
7855
void ImGui::PopItemFlag()
7856
104k
{
7857
104k
    ImGuiContext& g = *GImGui;
7858
104k
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7859
104k
    g.ItemFlagsStack.pop_back();
7860
104k
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7861
104k
}
7862
7863
// BeginDisabled()/EndDisabled()
7864
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7865
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7866
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7867
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7868
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7869
void ImGui::BeginDisabled(bool disabled)
7870
0
{
7871
0
    ImGuiContext& g = *GImGui;
7872
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7873
0
    if (!was_disabled && disabled)
7874
0
    {
7875
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7876
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7877
0
    }
7878
0
    if (was_disabled || disabled)
7879
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7880
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7881
0
    g.DisabledStackSize++;
7882
0
}
7883
7884
void ImGui::EndDisabled()
7885
0
{
7886
0
    ImGuiContext& g = *GImGui;
7887
0
    IM_ASSERT(g.DisabledStackSize > 0);
7888
0
    g.DisabledStackSize--;
7889
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7890
    //PopItemFlag();
7891
0
    g.ItemFlagsStack.pop_back();
7892
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7893
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7894
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7895
0
}
7896
7897
void ImGui::PushTabStop(bool tab_stop)
7898
104k
{
7899
104k
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7900
104k
}
7901
7902
void ImGui::PopTabStop()
7903
104k
{
7904
104k
    PopItemFlag();
7905
104k
}
7906
7907
void ImGui::PushButtonRepeat(bool repeat)
7908
0
{
7909
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7910
0
}
7911
7912
void ImGui::PopButtonRepeat()
7913
0
{
7914
0
    PopItemFlag();
7915
0
}
7916
7917
void ImGui::PushTextWrapPos(float wrap_pos_x)
7918
0
{
7919
0
    ImGuiWindow* window = GetCurrentWindow();
7920
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7921
0
    window->DC.TextWrapPos = wrap_pos_x;
7922
0
}
7923
7924
void ImGui::PopTextWrapPos()
7925
0
{
7926
0
    ImGuiWindow* window = GetCurrentWindow();
7927
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7928
0
    window->DC.TextWrapPosStack.pop_back();
7929
0
}
7930
7931
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7932
0
{
7933
0
    ImGuiWindow* last_window = NULL;
7934
0
    while (last_window != window)
7935
0
    {
7936
0
        last_window = window;
7937
0
        window = window->RootWindow;
7938
0
        if (popup_hierarchy)
7939
0
            window = window->RootWindowPopupTree;
7940
0
    if (dock_hierarchy)
7941
0
      window = window->RootWindowDockTree;
7942
0
  }
7943
0
    return window;
7944
0
}
7945
7946
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7947
0
{
7948
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7949
0
    if (window_root == potential_parent)
7950
0
        return true;
7951
0
    while (window != NULL)
7952
0
    {
7953
0
        if (window == potential_parent)
7954
0
            return true;
7955
0
        if (window == window_root) // end of chain
7956
0
            return false;
7957
0
        window = window->ParentWindow;
7958
0
    }
7959
0
    return false;
7960
0
}
7961
7962
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7963
0
{
7964
0
    if (window->RootWindow == potential_parent)
7965
0
        return true;
7966
0
    while (window != NULL)
7967
0
    {
7968
0
        if (window == potential_parent)
7969
0
            return true;
7970
0
        window = window->ParentWindowInBeginStack;
7971
0
    }
7972
0
    return false;
7973
0
}
7974
7975
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7976
0
{
7977
0
    ImGuiContext& g = *GImGui;
7978
7979
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7980
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7981
0
    if (display_layer_delta != 0)
7982
0
        return display_layer_delta > 0;
7983
7984
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7985
0
    {
7986
0
        ImGuiWindow* candidate_window = g.Windows[i];
7987
0
        if (candidate_window == potential_above)
7988
0
            return true;
7989
0
        if (candidate_window == potential_below)
7990
0
            return false;
7991
0
    }
7992
0
    return false;
7993
0
}
7994
7995
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7996
161k
{
7997
161k
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
7998
7999
161k
    ImGuiContext& g = *GImGui;
8000
161k
    ImGuiWindow* ref_window = g.HoveredWindow;
8001
161k
    ImGuiWindow* cur_window = g.CurrentWindow;
8002
161k
    if (ref_window == NULL)
8003
156k
        return false;
8004
8005
5.31k
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
8006
5.31k
    {
8007
5.31k
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
8008
5.31k
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
8009
5.31k
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
8010
5.31k
        if (flags & ImGuiHoveredFlags_RootWindow)
8011
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8012
8013
5.31k
        bool result;
8014
5.31k
        if (flags & ImGuiHoveredFlags_ChildWindows)
8015
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8016
5.31k
        else
8017
5.31k
            result = (ref_window == cur_window);
8018
5.31k
        if (!result)
8019
4.74k
            return false;
8020
5.31k
    }
8021
8022
574
    if (!IsWindowContentHoverable(ref_window, flags))
8023
0
        return false;
8024
574
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
8025
574
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
8026
0
            return false;
8027
8028
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
8029
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
8030
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
8031
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
8032
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
8033
574
    if (flags & ImGuiHoveredFlags_ForTooltip)
8034
0
        flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
8035
574
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
8036
0
        return false;
8037
8038
574
    return true;
8039
574
}
8040
8041
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
8042
206k
{
8043
206k
    ImGuiContext& g = *GImGui;
8044
206k
    ImGuiWindow* ref_window = g.NavWindow;
8045
206k
    ImGuiWindow* cur_window = g.CurrentWindow;
8046
8047
206k
    if (ref_window == NULL)
8048
74.9k
        return false;
8049
131k
    if (flags & ImGuiFocusedFlags_AnyWindow)
8050
0
        return true;
8051
8052
131k
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
8053
131k
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
8054
131k
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
8055
131k
    if (flags & ImGuiHoveredFlags_RootWindow)
8056
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8057
8058
131k
    if (flags & ImGuiHoveredFlags_ChildWindows)
8059
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8060
131k
    else
8061
131k
        return (ref_window == cur_window);
8062
131k
}
8063
8064
ImGuiID ImGui::GetWindowDockID()
8065
0
{
8066
0
    ImGuiContext& g = *GImGui;
8067
0
    return g.CurrentWindow->DockId;
8068
0
}
8069
8070
bool ImGui::IsWindowDocked()
8071
0
{
8072
0
    ImGuiContext& g = *GImGui;
8073
0
    return g.CurrentWindow->DockIsActive;
8074
0
}
8075
8076
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
8077
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
8078
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
8079
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
8080
0
{
8081
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
8082
0
}
8083
8084
float ImGui::GetWindowWidth()
8085
33.1k
{
8086
33.1k
    ImGuiWindow* window = GImGui->CurrentWindow;
8087
33.1k
    return window->Size.x;
8088
33.1k
}
8089
8090
float ImGui::GetWindowHeight()
8091
34.5k
{
8092
34.5k
    ImGuiWindow* window = GImGui->CurrentWindow;
8093
34.5k
    return window->Size.y;
8094
34.5k
}
8095
8096
ImVec2 ImGui::GetWindowPos()
8097
0
{
8098
0
    ImGuiContext& g = *GImGui;
8099
0
    ImGuiWindow* window = g.CurrentWindow;
8100
0
    return window->Pos;
8101
0
}
8102
8103
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
8104
470
{
8105
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8106
470
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
8107
0
        return;
8108
8109
470
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8110
470
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8111
470
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
8112
8113
    // Set
8114
470
    const ImVec2 old_pos = window->Pos;
8115
470
    window->Pos = ImTrunc(pos);
8116
470
    ImVec2 offset = window->Pos - old_pos;
8117
470
    if (offset.x == 0.0f && offset.y == 0.0f)
8118
0
        return;
8119
470
    MarkIniSettingsDirty(window);
8120
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
8121
470
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
8122
470
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
8123
470
    window->DC.IdealMaxPos += offset;
8124
470
    window->DC.CursorStartPos += offset;
8125
470
}
8126
8127
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
8128
0
{
8129
0
    ImGuiWindow* window = GetCurrentWindowRead();
8130
0
    SetWindowPos(window, pos, cond);
8131
0
}
8132
8133
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
8134
0
{
8135
0
    if (ImGuiWindow* window = FindWindowByName(name))
8136
0
        SetWindowPos(window, pos, cond);
8137
0
}
8138
8139
ImVec2 ImGui::GetWindowSize()
8140
0
{
8141
0
    ImGuiWindow* window = GetCurrentWindowRead();
8142
0
    return window->Size;
8143
0
}
8144
8145
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
8146
209k
{
8147
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8148
209k
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
8149
104k
        return;
8150
8151
104k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8152
104k
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8153
8154
    // Set
8155
104k
    ImVec2 old_size = window->SizeFull;
8156
104k
    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
8157
104k
    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
8158
104k
    if (size.x <= 0.0f)
8159
0
        window->AutoFitOnlyGrows = false;
8160
104k
    else
8161
104k
        window->SizeFull.x = IM_TRUNC(size.x);
8162
104k
    if (size.y <= 0.0f)
8163
0
        window->AutoFitOnlyGrows = false;
8164
104k
    else
8165
104k
        window->SizeFull.y = IM_TRUNC(size.y);
8166
104k
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
8167
49.4k
        MarkIniSettingsDirty(window);
8168
104k
}
8169
8170
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
8171
0
{
8172
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
8173
0
}
8174
8175
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
8176
0
{
8177
0
    if (ImGuiWindow* window = FindWindowByName(name))
8178
0
        SetWindowSize(window, size, cond);
8179
0
}
8180
8181
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
8182
0
{
8183
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8184
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
8185
0
        return;
8186
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8187
8188
    // Set
8189
0
    window->Collapsed = collapsed;
8190
0
}
8191
8192
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8193
0
{
8194
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8195
0
    window->HitTestHoleSize = ImVec2ih(size);
8196
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8197
0
}
8198
8199
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8200
0
{
8201
0
    window->Hidden = window->SkipItems = true;
8202
0
    window->HiddenFramesCanSkipItems = 1;
8203
0
}
8204
8205
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8206
0
{
8207
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8208
0
}
8209
8210
bool ImGui::IsWindowCollapsed()
8211
0
{
8212
0
    ImGuiWindow* window = GetCurrentWindowRead();
8213
0
    return window->Collapsed;
8214
0
}
8215
8216
bool ImGui::IsWindowAppearing()
8217
0
{
8218
0
    ImGuiWindow* window = GetCurrentWindowRead();
8219
0
    return window->Appearing;
8220
0
}
8221
8222
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8223
0
{
8224
0
    if (ImGuiWindow* window = FindWindowByName(name))
8225
0
        SetWindowCollapsed(window, collapsed, cond);
8226
0
}
8227
8228
void ImGui::SetWindowFocus()
8229
33.1k
{
8230
33.1k
    FocusWindow(GImGui->CurrentWindow);
8231
33.1k
}
8232
8233
void ImGui::SetWindowFocus(const char* name)
8234
0
{
8235
0
    if (name)
8236
0
    {
8237
0
        if (ImGuiWindow* window = FindWindowByName(name))
8238
0
            FocusWindow(window);
8239
0
    }
8240
0
    else
8241
0
    {
8242
0
        FocusWindow(NULL);
8243
0
    }
8244
0
}
8245
8246
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8247
0
{
8248
0
    ImGuiContext& g = *GImGui;
8249
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8250
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8251
0
    g.NextWindowData.PosVal = pos;
8252
0
    g.NextWindowData.PosPivotVal = pivot;
8253
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8254
0
    g.NextWindowData.PosUndock = true;
8255
0
}
8256
8257
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8258
209k
{
8259
209k
    ImGuiContext& g = *GImGui;
8260
209k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8261
209k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8262
209k
    g.NextWindowData.SizeVal = size;
8263
209k
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8264
209k
}
8265
8266
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8267
0
{
8268
0
    ImGuiContext& g = *GImGui;
8269
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8270
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8271
0
    g.NextWindowData.SizeCallback = custom_callback;
8272
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8273
0
}
8274
8275
// Content size = inner scrollable rectangle, padded with WindowPadding.
8276
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8277
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8278
0
{
8279
0
    ImGuiContext& g = *GImGui;
8280
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8281
0
    g.NextWindowData.ContentSizeVal = ImTrunc(size);
8282
0
}
8283
8284
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8285
0
{
8286
0
    ImGuiContext& g = *GImGui;
8287
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8288
0
    g.NextWindowData.ScrollVal = scroll;
8289
0
}
8290
8291
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8292
0
{
8293
0
    ImGuiContext& g = *GImGui;
8294
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8295
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8296
0
    g.NextWindowData.CollapsedVal = collapsed;
8297
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8298
0
}
8299
8300
void ImGui::SetNextWindowFocus()
8301
0
{
8302
0
    ImGuiContext& g = *GImGui;
8303
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8304
0
}
8305
8306
void ImGui::SetNextWindowBgAlpha(float alpha)
8307
0
{
8308
0
    ImGuiContext& g = *GImGui;
8309
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8310
0
    g.NextWindowData.BgAlphaVal = alpha;
8311
0
}
8312
8313
void ImGui::SetNextWindowViewport(ImGuiID id)
8314
0
{
8315
0
    ImGuiContext& g = *GImGui;
8316
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8317
0
    g.NextWindowData.ViewportId = id;
8318
0
}
8319
8320
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8321
0
{
8322
0
    ImGuiContext& g = *GImGui;
8323
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8324
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8325
0
    g.NextWindowData.DockId = id;
8326
0
}
8327
8328
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8329
0
{
8330
0
    ImGuiContext& g = *GImGui;
8331
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8332
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8333
0
    g.NextWindowData.WindowClass = *window_class;
8334
0
}
8335
8336
ImDrawList* ImGui::GetWindowDrawList()
8337
104k
{
8338
104k
    ImGuiWindow* window = GetCurrentWindow();
8339
104k
    return window->DrawList;
8340
104k
}
8341
8342
float ImGui::GetWindowDpiScale()
8343
0
{
8344
0
    ImGuiContext& g = *GImGui;
8345
0
    return g.CurrentDpiScale;
8346
0
}
8347
8348
ImGuiViewport* ImGui::GetWindowViewport()
8349
0
{
8350
0
    ImGuiContext& g = *GImGui;
8351
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8352
0
    return g.CurrentViewport;
8353
0
}
8354
8355
ImFont* ImGui::GetFont()
8356
187M
{
8357
187M
    return GImGui->Font;
8358
187M
}
8359
8360
float ImGui::GetFontSize()
8361
187M
{
8362
187M
    return GImGui->FontSize;
8363
187M
}
8364
8365
ImVec2 ImGui::GetFontTexUvWhitePixel()
8366
0
{
8367
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8368
0
}
8369
8370
void ImGui::SetWindowFontScale(float scale)
8371
0
{
8372
0
    IM_ASSERT(scale > 0.0f);
8373
0
    ImGuiContext& g = *GImGui;
8374
0
    ImGuiWindow* window = GetCurrentWindow();
8375
0
    window->FontWindowScale = scale;
8376
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8377
0
}
8378
8379
void ImGui::PushFocusScope(ImGuiID id)
8380
314k
{
8381
314k
    ImGuiContext& g = *GImGui;
8382
314k
    g.FocusScopeStack.push_back(id);
8383
314k
    g.CurrentFocusScopeId = id;
8384
314k
}
8385
8386
void ImGui::PopFocusScope()
8387
314k
{
8388
314k
    ImGuiContext& g = *GImGui;
8389
314k
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8390
314k
    g.FocusScopeStack.pop_back();
8391
314k
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8392
314k
}
8393
8394
// Focus = move navigation cursor, set scrolling, set focus window.
8395
void ImGui::FocusItem()
8396
0
{
8397
0
    ImGuiContext& g = *GImGui;
8398
0
    ImGuiWindow* window = g.CurrentWindow;
8399
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8400
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8401
0
    {
8402
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8403
0
        return;
8404
0
    }
8405
8406
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
8407
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8408
0
    SetNavWindow(window);
8409
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8410
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8411
0
}
8412
8413
void ImGui::ActivateItemByID(ImGuiID id)
8414
0
{
8415
0
    ImGuiContext& g = *GImGui;
8416
0
    g.NavNextActivateId = id;
8417
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8418
0
}
8419
8420
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8421
// But ActivateItem() should function without altering scroll/focus?
8422
void ImGui::SetKeyboardFocusHere(int offset)
8423
0
{
8424
0
    ImGuiContext& g = *GImGui;
8425
0
    ImGuiWindow* window = g.CurrentWindow;
8426
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8427
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8428
8429
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8430
    // When we refactor this function into ActivateItem() we may want to make this an option.
8431
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8432
    // is also automatically dropped in the event g.ActiveId is stolen.
8433
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8434
0
    {
8435
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8436
0
        return;
8437
0
    }
8438
8439
0
    SetNavWindow(window);
8440
8441
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
8442
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8443
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8444
0
    if (offset == -1)
8445
0
    {
8446
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8447
0
    }
8448
0
    else
8449
0
    {
8450
0
        g.NavTabbingDir = 1;
8451
0
        g.NavTabbingCounter = offset + 1;
8452
0
    }
8453
0
}
8454
8455
void ImGui::SetItemDefaultFocus()
8456
0
{
8457
0
    ImGuiContext& g = *GImGui;
8458
0
    ImGuiWindow* window = g.CurrentWindow;
8459
0
    if (!window->Appearing)
8460
0
        return;
8461
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8462
0
        return;
8463
8464
0
    g.NavInitRequest = false;
8465
0
    NavApplyItemToResult(&g.NavInitResult);
8466
0
    NavUpdateAnyRequestFlag();
8467
8468
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8469
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8470
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8471
0
}
8472
8473
void ImGui::SetStateStorage(ImGuiStorage* tree)
8474
0
{
8475
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8476
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8477
0
}
8478
8479
ImGuiStorage* ImGui::GetStateStorage()
8480
0
{
8481
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8482
0
    return window->DC.StateStorage;
8483
0
}
8484
8485
void ImGui::PushID(const char* str_id)
8486
104k
{
8487
104k
    ImGuiContext& g = *GImGui;
8488
104k
    ImGuiWindow* window = g.CurrentWindow;
8489
104k
    ImGuiID id = window->GetID(str_id);
8490
104k
    window->IDStack.push_back(id);
8491
104k
}
8492
8493
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8494
0
{
8495
0
    ImGuiContext& g = *GImGui;
8496
0
    ImGuiWindow* window = g.CurrentWindow;
8497
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8498
0
    window->IDStack.push_back(id);
8499
0
}
8500
8501
void ImGui::PushID(const void* ptr_id)
8502
0
{
8503
0
    ImGuiContext& g = *GImGui;
8504
0
    ImGuiWindow* window = g.CurrentWindow;
8505
0
    ImGuiID id = window->GetID(ptr_id);
8506
0
    window->IDStack.push_back(id);
8507
0
}
8508
8509
void ImGui::PushID(int int_id)
8510
0
{
8511
0
    ImGuiContext& g = *GImGui;
8512
0
    ImGuiWindow* window = g.CurrentWindow;
8513
0
    ImGuiID id = window->GetID(int_id);
8514
0
    window->IDStack.push_back(id);
8515
0
}
8516
8517
// Push a given id value ignoring the ID stack as a seed.
8518
void ImGui::PushOverrideID(ImGuiID id)
8519
0
{
8520
0
    ImGuiContext& g = *GImGui;
8521
0
    ImGuiWindow* window = g.CurrentWindow;
8522
0
    if (g.DebugHookIdInfo == id)
8523
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8524
0
    window->IDStack.push_back(id);
8525
0
}
8526
8527
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8528
// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
8529
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8530
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8531
0
{
8532
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8533
0
    ImGuiContext& g = *GImGui;
8534
0
    if (g.DebugHookIdInfo == id)
8535
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8536
0
    return id;
8537
0
}
8538
8539
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8540
0
{
8541
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8542
0
    ImGuiContext& g = *GImGui;
8543
0
    if (g.DebugHookIdInfo == id)
8544
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8545
0
    return id;
8546
0
}
8547
8548
void ImGui::PopID()
8549
104k
{
8550
104k
    ImGuiWindow* window = GImGui->CurrentWindow;
8551
104k
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8552
104k
    window->IDStack.pop_back();
8553
104k
}
8554
8555
ImGuiID ImGui::GetID(const char* str_id)
8556
0
{
8557
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8558
0
    return window->GetID(str_id);
8559
0
}
8560
8561
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8562
0
{
8563
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8564
0
    return window->GetID(str_id_begin, str_id_end);
8565
0
}
8566
8567
ImGuiID ImGui::GetID(const void* ptr_id)
8568
0
{
8569
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8570
0
    return window->GetID(ptr_id);
8571
0
}
8572
8573
bool ImGui::IsRectVisible(const ImVec2& size)
8574
0
{
8575
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8576
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8577
0
}
8578
8579
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8580
0
{
8581
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8582
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8583
0
}
8584
8585
8586
//-----------------------------------------------------------------------------
8587
// [SECTION] INPUTS
8588
//-----------------------------------------------------------------------------
8589
// - GetKeyData() [Internal]
8590
// - GetKeyIndex() [Internal]
8591
// - GetKeyName()
8592
// - GetKeyChordName() [Internal]
8593
// - CalcTypematicRepeatAmount() [Internal]
8594
// - GetTypematicRepeatRate() [Internal]
8595
// - GetKeyPressedAmount() [Internal]
8596
// - GetKeyMagnitude2d() [Internal]
8597
//-----------------------------------------------------------------------------
8598
// - UpdateKeyRoutingTable() [Internal]
8599
// - GetRoutingIdFromOwnerId() [Internal]
8600
// - GetShortcutRoutingData() [Internal]
8601
// - CalcRoutingScore() [Internal]
8602
// - SetShortcutRouting() [Internal]
8603
// - TestShortcutRouting() [Internal]
8604
//-----------------------------------------------------------------------------
8605
// - IsKeyDown()
8606
// - IsKeyPressed()
8607
// - IsKeyReleased()
8608
//-----------------------------------------------------------------------------
8609
// - IsMouseDown()
8610
// - IsMouseClicked()
8611
// - IsMouseReleased()
8612
// - IsMouseDoubleClicked()
8613
// - GetMouseClickedCount()
8614
// - IsMouseHoveringRect() [Internal]
8615
// - IsMouseDragPastThreshold() [Internal]
8616
// - IsMouseDragging()
8617
// - GetMousePos()
8618
// - SetMousePos() [Internal]
8619
// - GetMousePosOnOpeningCurrentPopup()
8620
// - IsMousePosValid()
8621
// - IsAnyMouseDown()
8622
// - GetMouseDragDelta()
8623
// - ResetMouseDragDelta()
8624
// - GetMouseCursor()
8625
// - SetMouseCursor()
8626
//-----------------------------------------------------------------------------
8627
// - UpdateAliasKey()
8628
// - GetMergedModsFromKeys()
8629
// - UpdateKeyboardInputs()
8630
// - UpdateMouseInputs()
8631
//-----------------------------------------------------------------------------
8632
// - LockWheelingWindow [Internal]
8633
// - FindBestWheelingWindow [Internal]
8634
// - UpdateMouseWheel() [Internal]
8635
//-----------------------------------------------------------------------------
8636
// - SetNextFrameWantCaptureKeyboard()
8637
// - SetNextFrameWantCaptureMouse()
8638
//-----------------------------------------------------------------------------
8639
// - GetInputSourceName() [Internal]
8640
// - DebugPrintInputEvent() [Internal]
8641
// - UpdateInputEvents() [Internal]
8642
//-----------------------------------------------------------------------------
8643
// - GetKeyOwner() [Internal]
8644
// - TestKeyOwner() [Internal]
8645
// - SetKeyOwner() [Internal]
8646
// - SetItemKeyOwner() [Internal]
8647
// - Shortcut() [Internal]
8648
//-----------------------------------------------------------------------------
8649
8650
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8651
3.90M
{
8652
3.90M
    ImGuiContext& g = *ctx;
8653
8654
    // Special storage location for mods
8655
3.90M
    if (key & ImGuiMod_Mask_)
8656
944k
        key = ConvertSingleModFlagToKey(ctx, key);
8657
8658
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8659
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8660
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8661
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8662
#else
8663
3.90M
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8664
3.90M
#endif
8665
3.90M
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8666
3.90M
}
8667
8668
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8669
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8670
{
8671
    ImGuiContext& g = *GImGui;
8672
    IM_ASSERT(IsNamedKey(key));
8673
    const ImGuiKeyData* key_data = GetKeyData(key);
8674
    return (ImGuiKey)(key_data - g.IO.KeysData);
8675
}
8676
#endif
8677
8678
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8679
static const char* const GKeyNames[] =
8680
{
8681
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8682
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8683
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8684
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8685
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8686
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8687
    "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
8688
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8689
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8690
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8691
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8692
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8693
    "AppBack", "AppForward",
8694
    "GamepadStart", "GamepadBack",
8695
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8696
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8697
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8698
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8699
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8700
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8701
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8702
};
8703
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8704
8705
const char* ImGui::GetKeyName(ImGuiKey key)
8706
0
{
8707
0
    ImGuiContext& g = *GImGui;
8708
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8709
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8710
#else
8711
    if (IsLegacyKey(key))
8712
    {
8713
        if (g.IO.KeyMap[key] == -1)
8714
            return "N/A";
8715
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8716
        key = (ImGuiKey)g.IO.KeyMap[key];
8717
    }
8718
#endif
8719
0
    if (key == ImGuiKey_None)
8720
0
        return "None";
8721
0
    if (key & ImGuiMod_Mask_)
8722
0
        key = ConvertSingleModFlagToKey(&g, key);
8723
0
    if (!IsNamedKey(key))
8724
0
        return "Unknown";
8725
8726
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8727
0
}
8728
8729
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8730
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8731
0
{
8732
0
    ImGuiContext& g = *GImGui;
8733
0
    if (key_chord & ImGuiMod_Shortcut)
8734
0
        key_chord = ConvertShortcutMod(key_chord);
8735
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8736
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8737
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8738
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8739
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8740
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8741
0
}
8742
8743
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8744
// t1 = current time (e.g.: g.Time)
8745
// An event is triggered at:
8746
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8747
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8748
41.8k
{
8749
41.8k
    if (t1 == 0.0f)
8750
0
        return 1;
8751
41.8k
    if (t0 >= t1)
8752
0
        return 0;
8753
41.8k
    if (repeat_rate <= 0.0f)
8754
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8755
41.8k
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8756
41.8k
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8757
41.8k
    const int count = count_t1 - count_t0;
8758
41.8k
    return count;
8759
41.8k
}
8760
8761
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8762
75.5k
{
8763
75.5k
    ImGuiContext& g = *GImGui;
8764
75.5k
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8765
75.5k
    {
8766
18.8k
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8767
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8768
56.6k
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8769
75.5k
    }
8770
75.5k
}
8771
8772
// Return value representing the number of presses in the last time period, for the given repeat rate
8773
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8774
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8775
41.8k
{
8776
41.8k
    ImGuiContext& g = *GImGui;
8777
41.8k
    const ImGuiKeyData* key_data = GetKeyData(key);
8778
41.8k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8779
0
        return 0;
8780
41.8k
    const float t = key_data->DownDuration;
8781
41.8k
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8782
41.8k
}
8783
8784
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8785
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8786
0
{
8787
0
    return ImVec2(
8788
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8789
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8790
0
}
8791
8792
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8793
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8794
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8795
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8796
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8797
104k
{
8798
104k
    ImGuiContext& g = *GImGui;
8799
104k
    rt->EntriesNext.resize(0);
8800
16.2M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8801
16.1M
    {
8802
16.1M
        const int new_routing_start_idx = rt->EntriesNext.Size;
8803
16.1M
        ImGuiKeyRoutingData* routing_entry;
8804
16.1M
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8805
0
        {
8806
0
            routing_entry = &rt->Entries[old_routing_idx];
8807
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8808
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8809
0
            routing_entry->RoutingNextScore = 255;
8810
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8811
0
                continue;
8812
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8813
8814
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8815
0
            if (routing_entry->Mods == g.IO.KeyMods)
8816
0
            {
8817
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8818
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8819
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8820
0
            }
8821
0
        }
8822
8823
        // Rewrite linked-list
8824
16.1M
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8825
16.1M
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8826
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8827
16.1M
    }
8828
104k
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8829
104k
}
8830
8831
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8832
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8833
0
{
8834
0
    ImGuiContext& g = *GImGui;
8835
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8836
0
}
8837
8838
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8839
0
{
8840
    // Majority of shortcuts will be Key + any number of Mods
8841
    // We accept _Single_ mod with ImGuiKey_None.
8842
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8843
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8844
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8845
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8846
0
    ImGuiContext& g = *GImGui;
8847
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8848
0
    ImGuiKeyRoutingData* routing_data;
8849
0
    if (key_chord & ImGuiMod_Shortcut)
8850
0
        key_chord = ConvertShortcutMod(key_chord);
8851
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8852
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8853
0
    if (key == ImGuiKey_None)
8854
0
        key = ConvertSingleModFlagToKey(&g, mods);
8855
0
    IM_ASSERT(IsNamedKey(key));
8856
8857
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8858
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8859
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8860
0
    {
8861
0
        routing_data = &rt->Entries[idx];
8862
0
        if (routing_data->Mods == mods)
8863
0
            return routing_data;
8864
0
    }
8865
8866
    // Add to linked-list
8867
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8868
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8869
0
    routing_data = &rt->Entries[routing_data_idx];
8870
0
    routing_data->Mods = (ImU16)mods;
8871
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8872
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8873
0
    return routing_data;
8874
0
}
8875
8876
// Current score encoding (lower is highest priority):
8877
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8878
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8879
//  -   2: ImGuiInputFlags_RouteGlobal
8880
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8881
//  - 254: ImGuiInputFlags_RouteGlobalLow
8882
//  - 255: never route
8883
// 'flags' should include an explicit routing policy
8884
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8885
0
{
8886
0
    if (flags & ImGuiInputFlags_RouteFocused)
8887
0
    {
8888
0
        ImGuiContext& g = *GImGui;
8889
0
        ImGuiWindow* focused = g.NavWindow;
8890
8891
        // ActiveID gets top priority
8892
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8893
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8894
0
            return 1;
8895
8896
        // Score based on distance to focused window (lower is better)
8897
        // Assuming both windows are submitting a routing request,
8898
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8899
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8900
        // Assuming only WindowA is submitting a routing request,
8901
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8902
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8903
0
            for (int next_score = 3; focused != NULL; next_score++)
8904
0
            {
8905
0
                if (focused == location)
8906
0
                {
8907
0
                    IM_ASSERT(next_score < 255);
8908
0
                    return next_score;
8909
0
                }
8910
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8911
0
            }
8912
0
        return 255;
8913
0
    }
8914
8915
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8916
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8917
0
        return 2;
8918
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8919
0
        return 254;
8920
0
    return 0;
8921
0
}
8922
8923
// Request a desired route for an input chord (key + mods).
8924
// Return true if the route is available this frame.
8925
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8926
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8927
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8928
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8929
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8930
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8931
209k
{
8932
209k
    ImGuiContext& g = *GImGui;
8933
209k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8934
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8935
209k
    else
8936
209k
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8937
8938
209k
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8939
0
        if (g.NavWindow == NULL)
8940
0
            return false;
8941
209k
    if (flags & ImGuiInputFlags_RouteAlways)
8942
209k
        return true;
8943
8944
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8945
0
    if (score == 255)
8946
0
        return false;
8947
8948
    // Submit routing for NEXT frame (assuming score is sufficient)
8949
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8950
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8951
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8952
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8953
0
    if (score < routing_data->RoutingNextScore)
8954
0
    {
8955
0
        routing_data->RoutingNext = routing_id;
8956
0
        routing_data->RoutingNextScore = (ImU8)score;
8957
0
    }
8958
8959
    // Return routing state for CURRENT frame
8960
0
    return routing_data->RoutingCurr == routing_id;
8961
0
}
8962
8963
// Currently unused by core (but used by tests)
8964
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8965
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8966
0
{
8967
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8968
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8969
0
    return routing_data->RoutingCurr == routing_id;
8970
0
}
8971
8972
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8973
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8974
bool ImGui::IsKeyDown(ImGuiKey key)
8975
1.59M
{
8976
1.59M
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8977
1.59M
}
8978
8979
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8980
1.71M
{
8981
1.71M
    const ImGuiKeyData* key_data = GetKeyData(key);
8982
1.71M
    if (!key_data->Down)
8983
1.66M
        return false;
8984
50.5k
    if (!TestKeyOwner(key, owner_id))
8985
27
        return false;
8986
50.4k
    return true;
8987
50.5k
}
8988
8989
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8990
737k
{
8991
737k
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8992
737k
}
8993
8994
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
8995
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
8996
1.40M
{
8997
1.40M
    const ImGuiKeyData* key_data = GetKeyData(key);
8998
1.40M
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8999
1.31M
        return false;
9000
90.8k
    const float t = key_data->DownDuration;
9001
90.8k
    if (t < 0.0f)
9002
0
        return false;
9003
90.8k
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9004
9005
90.8k
    bool pressed = (t == 0.0f);
9006
90.8k
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
9007
75.5k
    {
9008
75.5k
        float repeat_delay, repeat_rate;
9009
75.5k
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
9010
75.5k
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
9011
75.5k
    }
9012
90.8k
    if (!pressed)
9013
72.7k
        return false;
9014
18.0k
    if (!TestKeyOwner(key, owner_id))
9015
27
        return false;
9016
18.0k
    return true;
9017
18.0k
}
9018
9019
bool ImGui::IsKeyReleased(ImGuiKey key)
9020
0
{
9021
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
9022
0
}
9023
9024
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
9025
0
{
9026
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9027
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
9028
0
        return false;
9029
0
    if (!TestKeyOwner(key, owner_id))
9030
0
        return false;
9031
0
    return true;
9032
0
}
9033
9034
bool ImGui::IsMouseDown(ImGuiMouseButton button)
9035
0
{
9036
0
    ImGuiContext& g = *GImGui;
9037
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9038
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
9039
0
}
9040
9041
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
9042
48
{
9043
48
    ImGuiContext& g = *GImGui;
9044
48
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9045
48
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
9046
48
}
9047
9048
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
9049
326
{
9050
326
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9051
326
}
9052
9053
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
9054
592
{
9055
592
    ImGuiContext& g = *GImGui;
9056
592
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9057
592
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9058
328
        return false;
9059
264
    const float t = g.IO.MouseDownDuration[button];
9060
264
    if (t < 0.0f)
9061
0
        return false;
9062
264
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9063
9064
264
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
9065
264
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
9066
264
    if (!pressed)
9067
231
        return false;
9068
9069
33
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
9070
0
        return false;
9071
9072
33
    return true;
9073
33
}
9074
9075
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
9076
0
{
9077
0
    ImGuiContext& g = *GImGui;
9078
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9079
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
9080
0
}
9081
9082
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
9083
266
{
9084
266
    ImGuiContext& g = *GImGui;
9085
266
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9086
266
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
9087
266
}
9088
9089
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
9090
324
{
9091
324
    ImGuiContext& g = *GImGui;
9092
324
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9093
324
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
9094
324
}
9095
9096
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
9097
0
{
9098
0
    ImGuiContext& g = *GImGui;
9099
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9100
0
    return g.IO.MouseClickedCount[button];
9101
0
}
9102
9103
// Test if mouse cursor is hovering given rectangle
9104
// NB- Rectangle is clipped by our current clip setting
9105
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
9106
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
9107
743k
{
9108
743k
    ImGuiContext& g = *GImGui;
9109
9110
    // Clip
9111
743k
    ImRect rect_clipped(r_min, r_max);
9112
743k
    if (clip)
9113
429k
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
9114
9115
    // Hit testing, expanded for touch input
9116
743k
    if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
9117
739k
        return false;
9118
4.60k
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
9119
4
        return false;
9120
4.60k
    return true;
9121
4.60k
}
9122
9123
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
9124
// [Internal] This doesn't test if the button is pressed
9125
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
9126
376
{
9127
376
    ImGuiContext& g = *GImGui;
9128
376
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9129
376
    if (lock_threshold < 0.0f)
9130
376
        lock_threshold = g.IO.MouseDragThreshold;
9131
376
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
9132
376
}
9133
9134
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
9135
481
{
9136
481
    ImGuiContext& g = *GImGui;
9137
481
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9138
481
    if (!g.IO.MouseDown[button])
9139
105
        return false;
9140
376
    return IsMouseDragPastThreshold(button, lock_threshold);
9141
481
}
9142
9143
ImVec2 ImGui::GetMousePos()
9144
34.8k
{
9145
34.8k
    ImGuiContext& g = *GImGui;
9146
34.8k
    return g.IO.MousePos;
9147
34.8k
}
9148
9149
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
9150
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
9151
void ImGui::TeleportMousePos(const ImVec2& pos)
9152
0
{
9153
0
    ImGuiContext& g = *GImGui;
9154
0
    g.IO.MousePos = g.IO.MousePosPrev = pos;
9155
0
    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
9156
0
    g.IO.WantSetMousePos = true;
9157
    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9158
0
}
9159
9160
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
9161
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
9162
0
{
9163
0
    ImGuiContext& g = *GImGui;
9164
0
    if (g.BeginPopupStack.Size > 0)
9165
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
9166
0
    return g.IO.MousePos;
9167
0
}
9168
9169
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
9170
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
9171
387k
{
9172
    // The assert is only to silence a false-positive in XCode Static Analysis.
9173
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
9174
387k
    IM_ASSERT(GImGui != NULL);
9175
387k
    const float MOUSE_INVALID = -256000.0f;
9176
387k
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
9177
387k
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
9178
387k
}
9179
9180
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
9181
bool ImGui::IsAnyMouseDown()
9182
0
{
9183
0
    ImGuiContext& g = *GImGui;
9184
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
9185
0
        if (g.IO.MouseDown[n])
9186
0
            return true;
9187
0
    return false;
9188
0
}
9189
9190
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
9191
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
9192
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
9193
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
9194
0
{
9195
0
    ImGuiContext& g = *GImGui;
9196
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9197
0
    if (lock_threshold < 0.0f)
9198
0
        lock_threshold = g.IO.MouseDragThreshold;
9199
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
9200
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
9201
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
9202
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
9203
0
    return ImVec2(0.0f, 0.0f);
9204
0
}
9205
9206
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9207
0
{
9208
0
    ImGuiContext& g = *GImGui;
9209
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9210
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9211
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9212
0
}
9213
9214
// Get desired mouse cursor shape.
9215
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9216
// updated during the frame, and locked in EndFrame()/Render().
9217
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9218
ImGuiMouseCursor ImGui::GetMouseCursor()
9219
0
{
9220
0
    ImGuiContext& g = *GImGui;
9221
0
    return g.MouseCursor;
9222
0
}
9223
9224
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9225
250
{
9226
250
    ImGuiContext& g = *GImGui;
9227
250
    g.MouseCursor = cursor_type;
9228
250
}
9229
9230
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9231
734k
{
9232
734k
    IM_ASSERT(ImGui::IsAliasKey(key));
9233
734k
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9234
734k
    key_data->Down = v;
9235
734k
    key_data->AnalogValue = analog_value;
9236
734k
}
9237
9238
// [Internal] Do not use directly
9239
static ImGuiKeyChord GetMergedModsFromKeys()
9240
209k
{
9241
209k
    ImGuiKeyChord mods = 0;
9242
209k
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9243
209k
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9244
209k
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9245
209k
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9246
209k
    return mods;
9247
209k
}
9248
9249
static void ImGui::UpdateKeyboardInputs()
9250
104k
{
9251
104k
    ImGuiContext& g = *GImGui;
9252
104k
    ImGuiIO& io = g.IO;
9253
9254
    // Import legacy keys or verify they are not used
9255
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9256
    if (io.BackendUsingLegacyKeyArrays == 0)
9257
    {
9258
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9259
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9260
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9261
    }
9262
    else
9263
    {
9264
        if (g.FrameCount == 0)
9265
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9266
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9267
9268
        // Build reverse KeyMap (Named -> Legacy)
9269
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9270
            if (io.KeyMap[n] != -1)
9271
            {
9272
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9273
                io.KeyMap[io.KeyMap[n]] = n;
9274
            }
9275
9276
        // Import legacy keys into new ones
9277
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9278
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9279
            {
9280
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9281
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9282
                io.KeysData[key].Down = io.KeysDown[n];
9283
                if (key != n)
9284
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9285
                io.BackendUsingLegacyKeyArrays = 1;
9286
            }
9287
        if (io.BackendUsingLegacyKeyArrays == 1)
9288
        {
9289
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9290
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9291
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9292
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9293
        }
9294
    }
9295
9296
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9297
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9298
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9299
    {
9300
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9301
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9302
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9303
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9304
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9305
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9306
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9307
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9308
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9309
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9310
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9311
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9312
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9313
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9314
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9315
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9316
        #undef NAV_MAP_KEY
9317
    }
9318
#endif
9319
#endif
9320
9321
    // Update aliases
9322
629k
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9323
524k
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9324
104k
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9325
104k
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9326
9327
    // Synchronize io.KeyMods and io.KeyXXX values.
9328
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9329
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9330
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9331
104k
    io.KeyMods = GetMergedModsFromKeys();
9332
104k
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9333
104k
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9334
104k
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9335
104k
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9336
9337
    // Clear gamepad data if disabled
9338
104k
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9339
2.62M
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9340
2.51M
        {
9341
2.51M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9342
2.51M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9343
2.51M
        }
9344
9345
    // Update keys
9346
16.2M
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9347
16.1M
    {
9348
16.1M
        ImGuiKeyData* key_data = &io.KeysData[i];
9349
16.1M
        key_data->DownDurationPrev = key_data->DownDuration;
9350
16.1M
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9351
16.1M
    }
9352
9353
    // Update keys/input owner (named keys only): one entry per key
9354
16.2M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9355
16.1M
    {
9356
16.1M
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9357
16.1M
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9358
16.1M
        owner_data->OwnerCurr = owner_data->OwnerNext;
9359
16.1M
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9360
16.0M
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9361
16.1M
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9362
16.1M
    }
9363
9364
104k
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9365
104k
}
9366
9367
static void ImGui::UpdateMouseInputs()
9368
104k
{
9369
104k
    ImGuiContext& g = *GImGui;
9370
104k
    ImGuiIO& io = g.IO;
9371
9372
    // Mouse Wheel swapping flag
9373
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9374
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9375
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9376
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9377
104k
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9378
9379
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9380
104k
    if (IsMousePosValid(&io.MousePos))
9381
34.8k
        io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
9382
9383
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9384
104k
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9385
32.7k
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9386
72.1k
    else
9387
72.1k
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9388
9389
    // Update stationary timer.
9390
    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
9391
104k
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9392
104k
    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
9393
104k
    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
9394
    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
9395
9396
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9397
104k
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9398
2.60k
        g.NavDisableMouseHover = false;
9399
9400
629k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9401
524k
    {
9402
524k
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9403
524k
        io.MouseClickedCount[i] = 0; // Will be filled below
9404
524k
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9405
524k
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9406
524k
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9407
524k
        if (io.MouseClicked[i])
9408
5.47k
        {
9409
5.47k
            bool is_repeated_click = false;
9410
5.47k
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9411
3.14k
            {
9412
3.14k
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9413
3.14k
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9414
2.62k
                    is_repeated_click = true;
9415
3.14k
            }
9416
5.47k
            if (is_repeated_click)
9417
2.62k
                io.MouseClickedLastCount[i]++;
9418
2.85k
            else
9419
2.85k
                io.MouseClickedLastCount[i] = 1;
9420
5.47k
            io.MouseClickedTime[i] = g.Time;
9421
5.47k
            io.MouseClickedPos[i] = io.MousePos;
9422
5.47k
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9423
5.47k
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9424
5.47k
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9425
5.47k
        }
9426
519k
        else if (io.MouseDown[i])
9427
33.8k
        {
9428
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9429
33.8k
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9430
33.8k
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9431
33.8k
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9432
33.8k
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9433
33.8k
        }
9434
9435
        // We provide io.MouseDoubleClicked[] as a legacy service
9436
524k
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9437
9438
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9439
524k
        if (io.MouseClicked[i])
9440
5.47k
            g.NavDisableMouseHover = false;
9441
524k
    }
9442
104k
}
9443
9444
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9445
8
{
9446
8
    ImGuiContext& g = *GImGui;
9447
8
    if (window)
9448
4
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9449
4
    else
9450
4
        g.WheelingWindowReleaseTimer = 0.0f;
9451
8
    if (g.WheelingWindow == window)
9452
0
        return;
9453
8
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9454
8
    g.WheelingWindow = window;
9455
8
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9456
8
    if (window == NULL)
9457
4
    {
9458
4
        g.WheelingWindowStartFrame = -1;
9459
4
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9460
4
    }
9461
8
}
9462
9463
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9464
180
{
9465
    // For each axis, find window in the hierarchy that may want to use scrolling
9466
180
    ImGuiContext& g = *GImGui;
9467
180
    ImGuiWindow* windows[2] = { NULL, NULL };
9468
540
    for (int axis = 0; axis < 2; axis++)
9469
360
        if (wheel[axis] != 0.0f)
9470
326
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9471
27
            {
9472
                // Bubble up into parent window if:
9473
                // - a child window doesn't allow any scrolling.
9474
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9475
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9476
27
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9477
27
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9478
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9479
27
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9480
0
                    break; // select this window
9481
27
            }
9482
180
    if (windows[0] == NULL && windows[1] == NULL)
9483
0
        return NULL;
9484
9485
    // If there's only one window or only one axis then there's no ambiguity
9486
180
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9487
180
        return windows[1] ? windows[1] : windows[0];
9488
9489
    // If candidate are different windows we need to decide which one to prioritize
9490
    // - First frame: only find a winner if one axis is zero.
9491
    // - Subsequent frames: only find a winner when one is more than the other.
9492
0
    if (g.WheelingWindowStartFrame == -1)
9493
0
        g.WheelingWindowStartFrame = g.FrameCount;
9494
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9495
0
    {
9496
0
        g.WheelingWindowWheelRemainder = wheel;
9497
0
        return NULL;
9498
0
    }
9499
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9500
0
}
9501
9502
// Called by NewFrame()
9503
void ImGui::UpdateMouseWheel()
9504
104k
{
9505
    // Reset the locked window if we move the mouse or after the timer elapses.
9506
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9507
104k
    ImGuiContext& g = *GImGui;
9508
104k
    if (g.WheelingWindow != NULL)
9509
23
    {
9510
23
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9511
23
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9512
2
            g.WheelingWindowReleaseTimer = 0.0f;
9513
23
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9514
4
            LockWheelingWindow(NULL, 0.0f);
9515
23
    }
9516
9517
104k
    ImVec2 wheel;
9518
104k
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9519
104k
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9520
9521
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9522
104k
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9523
104k
    if (!mouse_window || mouse_window->Collapsed)
9524
101k
        return;
9525
9526
    // Zoom / Scale window
9527
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9528
3.89k
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9529
0
    {
9530
0
        LockWheelingWindow(mouse_window, wheel.y);
9531
0
        ImGuiWindow* window = mouse_window;
9532
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9533
0
        const float scale = new_font_scale / window->FontWindowScale;
9534
0
        window->FontWindowScale = new_font_scale;
9535
0
        if (window == window->RootWindow)
9536
0
        {
9537
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9538
0
            SetWindowPos(window, window->Pos + offset, 0);
9539
0
            window->Size = ImTrunc(window->Size * scale);
9540
0
            window->SizeFull = ImTrunc(window->SizeFull * scale);
9541
0
        }
9542
0
        return;
9543
0
    }
9544
3.89k
    if (g.IO.KeyCtrl)
9545
0
        return;
9546
9547
    // Mouse wheel scrolling
9548
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9549
3.89k
    if (g.IO.MouseWheelRequestAxisSwap)
9550
0
        wheel = ImVec2(wheel.y, 0.0f);
9551
9552
    // Maintain a rough average of moving magnitude on both axises
9553
    // FIXME: should by based on wall clock time rather than frame-counter
9554
3.89k
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9555
3.89k
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9556
9557
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9558
3.89k
    wheel += g.WheelingWindowWheelRemainder;
9559
3.89k
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9560
3.89k
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9561
3.71k
        return;
9562
9563
    // Mouse wheel scrolling: find target and apply
9564
    // - don't renew lock if axis doesn't apply on the window.
9565
    // - select a main axis when both axises are being moved.
9566
181
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9567
181
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9568
181
        {
9569
181
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9570
181
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9571
2
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9572
181
            if (do_scroll[ImGuiAxis_X])
9573
2
            {
9574
2
                LockWheelingWindow(window, wheel.x);
9575
2
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9576
2
                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
9577
2
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9578
2
                g.WheelingWindowScrolledFrame = g.FrameCount;
9579
2
            }
9580
181
            if (do_scroll[ImGuiAxis_Y])
9581
2
            {
9582
2
                LockWheelingWindow(window, wheel.y);
9583
2
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9584
2
                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
9585
2
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9586
2
                g.WheelingWindowScrolledFrame = g.FrameCount;
9587
2
            }
9588
181
        }
9589
181
}
9590
9591
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9592
0
{
9593
0
    ImGuiContext& g = *GImGui;
9594
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9595
0
}
9596
9597
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9598
0
{
9599
0
    ImGuiContext& g = *GImGui;
9600
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9601
0
}
9602
9603
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9604
static const char* GetInputSourceName(ImGuiInputSource source)
9605
0
{
9606
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9607
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9608
0
    return input_source_names[source];
9609
0
}
9610
static const char* GetMouseSourceName(ImGuiMouseSource source)
9611
0
{
9612
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9613
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9614
0
    return mouse_source_names[source];
9615
0
}
9616
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9617
0
{
9618
0
    ImGuiContext& g = *GImGui;
9619
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
9620
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
9621
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9622
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9623
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9624
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9625
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9626
0
}
9627
#endif
9628
9629
// Process input queue
9630
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9631
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9632
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9633
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9634
104k
{
9635
104k
    ImGuiContext& g = *GImGui;
9636
104k
    ImGuiIO& io = g.IO;
9637
9638
    // Only trickle chars<>key when working with InputText()
9639
    // FIXME: InputText() could parse event trail?
9640
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9641
104k
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9642
9643
104k
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9644
104k
    int  mouse_button_changed = 0x00;
9645
104k
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9646
9647
104k
    int event_n = 0;
9648
135k
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9649
37.2k
    {
9650
37.2k
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9651
37.2k
        if (e->Type == ImGuiInputEventType_MousePos)
9652
7.00k
        {
9653
7.00k
            if (g.IO.WantSetMousePos)
9654
0
                continue;
9655
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9656
7.00k
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9657
7.00k
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9658
1.08k
                break;
9659
5.92k
            io.MousePos = event_pos;
9660
5.92k
            io.MouseSource = e->MousePos.MouseSource;
9661
5.92k
            mouse_moved = true;
9662
5.92k
        }
9663
30.2k
        else if (e->Type == ImGuiInputEventType_MouseButton)
9664
9.96k
        {
9665
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9666
9.96k
            const ImGuiMouseButton button = e->MouseButton.Button;
9667
9.96k
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9668
9.96k
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9669
2.65k
                break;
9670
7.30k
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9671
0
                break;
9672
7.30k
            io.MouseDown[button] = e->MouseButton.Down;
9673
7.30k
            io.MouseSource = e->MouseButton.MouseSource;
9674
7.30k
            mouse_button_changed |= (1 << button);
9675
7.30k
        }
9676
20.2k
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9677
4.88k
        {
9678
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9679
4.88k
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9680
1.77k
                break;
9681
3.11k
            io.MouseWheelH += e->MouseWheel.WheelX;
9682
3.11k
            io.MouseWheel += e->MouseWheel.WheelY;
9683
3.11k
            io.MouseSource = e->MouseWheel.MouseSource;
9684
3.11k
            mouse_wheeled = true;
9685
3.11k
        }
9686
15.3k
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9687
0
        {
9688
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9689
0
        }
9690
15.3k
        else if (e->Type == ImGuiInputEventType_Key)
9691
5.96k
        {
9692
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9693
5.96k
            ImGuiKey key = e->Key.Key;
9694
5.96k
            IM_ASSERT(key != ImGuiKey_None);
9695
5.96k
            ImGuiKeyData* key_data = GetKeyData(key);
9696
5.96k
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9697
5.96k
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9698
548
                break;
9699
5.42k
            key_data->Down = e->Key.Down;
9700
5.42k
            key_data->AnalogValue = e->Key.AnalogValue;
9701
5.42k
            key_changed = true;
9702
5.42k
            key_changed_mask.SetBit(key_data_index);
9703
9704
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9705
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9706
            io.KeysDown[key_data_index] = key_data->Down;
9707
            if (io.KeyMap[key_data_index] != -1)
9708
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9709
#endif
9710
5.42k
        }
9711
9.41k
        else if (e->Type == ImGuiInputEventType_Text)
9712
7.84k
        {
9713
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9714
7.84k
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9715
966
                break;
9716
6.88k
            unsigned int c = e->Text.Char;
9717
6.88k
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9718
6.88k
            if (trickle_interleaved_keys_and_text)
9719
0
                text_inputted = true;
9720
6.88k
        }
9721
1.57k
        else if (e->Type == ImGuiInputEventType_Focus)
9722
1.57k
        {
9723
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9724
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9725
1.57k
            const bool focus_lost = !e->AppFocused.Focused;
9726
1.57k
            io.AppFocusLost = focus_lost;
9727
1.57k
        }
9728
0
        else
9729
0
        {
9730
0
            IM_ASSERT(0 && "Unknown event!");
9731
0
        }
9732
37.2k
    }
9733
9734
    // Record trail (for domain-specific applications wanting to access a precise trail)
9735
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9736
135k
    for (int n = 0; n < event_n; n++)
9737
30.2k
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9738
9739
    // [DEBUG]
9740
104k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9741
104k
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9742
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9743
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9744
104k
#endif
9745
9746
    // Remaining events will be processed on the next frame
9747
104k
    if (event_n == g.InputEventsQueue.Size)
9748
97.8k
        g.InputEventsQueue.resize(0);
9749
7.02k
    else
9750
7.02k
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9751
9752
    // Clear buttons state when focus is lost
9753
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9754
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9755
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9756
104k
    if (g.IO.AppFocusLost)
9757
1.39k
        g.IO.ClearInputKeys();
9758
104k
}
9759
9760
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9761
0
{
9762
0
    if (!IsNamedKeyOrModKey(key))
9763
0
        return ImGuiKeyOwner_None;
9764
9765
0
    ImGuiContext& g = *GImGui;
9766
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9767
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9768
9769
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9770
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9771
0
            return ImGuiKeyOwner_None;
9772
9773
0
    return owner_id;
9774
0
}
9775
9776
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9777
// TestKeyOwner(..., None) : (owner == None)
9778
// TestKeyOwner(..., Any)  : no owner test
9779
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9780
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9781
278k
{
9782
278k
    if (!IsNamedKeyOrModKey(key))
9783
0
        return true;
9784
9785
278k
    ImGuiContext& g = *GImGui;
9786
278k
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9787
2.51k
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9788
54
            return false;
9789
9790
278k
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9791
278k
    if (owner_id == ImGuiKeyOwner_Any)
9792
48.4k
        return (owner_data->LockThisFrame == false);
9793
9794
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9795
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9796
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9797
229k
    if (owner_data->OwnerCurr != owner_id)
9798
17
    {
9799
17
        if (owner_data->LockThisFrame)
9800
0
            return false;
9801
17
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9802
0
            return false;
9803
17
    }
9804
9805
229k
    return true;
9806
229k
}
9807
9808
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9809
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9810
// - SetKeyOwner(..., None)              : clears owner
9811
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9812
// - SetKeyOwner(..., Any or None, Lock) : set lock
9813
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9814
17
{
9815
17
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9816
17
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9817
9818
17
    ImGuiContext& g = *GImGui;
9819
17
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9820
17
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9821
9822
    // We cannot lock by default as it would likely break lots of legacy code.
9823
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9824
17
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9825
17
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9826
17
}
9827
9828
// Rarely used helper
9829
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9830
0
{
9831
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
9832
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
9833
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
9834
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
9835
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
9836
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
9837
0
}
9838
9839
// This is more or less equivalent to:
9840
//   if (IsItemHovered() || IsItemActive())
9841
//       SetKeyOwner(key, GetItemID());
9842
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9843
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9844
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9845
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9846
0
{
9847
0
    ImGuiContext& g = *GImGui;
9848
0
    ImGuiID id = g.LastItemData.ID;
9849
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9850
0
        return;
9851
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9852
0
        flags |= ImGuiInputFlags_CondDefault_;
9853
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9854
0
    {
9855
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9856
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9857
0
    }
9858
0
}
9859
9860
// This is the only public API until we expose owner_id versions of the API as replacements.
9861
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
9862
0
{
9863
0
    return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None);
9864
0
}
9865
9866
// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
9867
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9868
209k
{
9869
209k
    ImGuiContext& g = *GImGui;
9870
209k
    if (key_chord & ImGuiMod_Shortcut)
9871
0
        key_chord = ConvertShortcutMod(key_chord);
9872
209k
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9873
209k
    if (g.IO.KeyMods != mods)
9874
209k
        return false;
9875
9876
    // Special storage location for mods
9877
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9878
0
    if (key == ImGuiKey_None)
9879
0
        key = ConvertSingleModFlagToKey(&g, mods);
9880
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9881
0
        return false;
9882
0
    return true;
9883
0
}
9884
9885
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9886
209k
{
9887
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9888
209k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9889
209k
        flags |= ImGuiInputFlags_RouteFocused;
9890
209k
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9891
0
        return false;
9892
9893
209k
    if (!IsKeyChordPressed(key_chord, owner_id, flags))
9894
209k
        return false;
9895
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9896
0
    return true;
9897
209k
}
9898
9899
9900
//-----------------------------------------------------------------------------
9901
// [SECTION] ERROR CHECKING
9902
//-----------------------------------------------------------------------------
9903
9904
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9905
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9906
// If this triggers you have an issue:
9907
// - Most commonly: mismatched headers and compiled code version.
9908
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9909
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9910
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9911
//   Otherwise it is possible that different compilation units would see different structure layout
9912
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9913
3
{
9914
3
    bool error = false;
9915
3
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9916
3
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9917
3
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9918
3
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9919
3
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9920
3
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9921
3
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9922
3
    return !error;
9923
3
}
9924
9925
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9926
// This is causing issues and ambiguity and we need to retire that.
9927
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9928
// [Scenario 1]
9929
//  Previously this would make the window content size ~200x200:
9930
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9931
//  Instead, please submit an item:
9932
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9933
//  Alternative:
9934
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9935
// [Scenario 2]
9936
//  For reference this is one of the issue what we aim to fix with this change:
9937
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9938
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9939
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9940
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9941
0
{
9942
0
    ImGuiContext& g = *GImGui;
9943
0
    ImGuiWindow* window = g.CurrentWindow;
9944
0
    IM_ASSERT(window->DC.IsSetPos);
9945
0
    window->DC.IsSetPos = false;
9946
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9947
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9948
0
        return;
9949
0
    if (window->SkipItems)
9950
0
        return;
9951
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9952
#else
9953
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9954
#endif
9955
0
}
9956
9957
static void ImGui::ErrorCheckNewFrameSanityChecks()
9958
104k
{
9959
104k
    ImGuiContext& g = *GImGui;
9960
9961
    // Check user IM_ASSERT macro
9962
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9963
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9964
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9965
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9966
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9967
104k
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9968
9969
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
9970
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
9971
#ifdef __EMSCRIPTEN__
9972
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
9973
        g.IO.DeltaTime = 0.00001f;
9974
#endif
9975
9976
    // Check user data
9977
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9978
104k
    IM_ASSERT(g.Initialized);
9979
104k
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9980
104k
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9981
104k
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9982
104k
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9983
104k
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9984
104k
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9985
104k
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9986
104k
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9987
104k
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
9988
104k
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
9989
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9990
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
9991
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
9992
9993
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
9994
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
9995
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
9996
#endif
9997
9998
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
9999
104k
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
10000
3
        g.IO.ConfigWindowsResizeFromEdges = false;
10001
10002
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
10003
104k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
10004
104k
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10005
104k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
10006
104k
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10007
10008
    // Perform simple checks: multi-viewport and platform windows support
10009
104k
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
10010
3
    {
10011
3
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
10012
0
        {
10013
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
10014
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
10015
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
10016
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
10017
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
10018
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
10019
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
10020
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
10021
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
10022
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
10023
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
10024
0
        }
10025
3
        else
10026
3
        {
10027
            // Disable feature, our backends do not support it
10028
3
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
10029
3
        }
10030
10031
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
10032
3
        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
10033
0
        {
10034
0
            IM_UNUSED(mon);
10035
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
10036
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
10037
0
            IM_ASSERT(mon.DpiScale != 0.0f);
10038
0
        }
10039
3
    }
10040
104k
}
10041
10042
static void ImGui::ErrorCheckEndFrameSanityChecks()
10043
104k
{
10044
104k
    ImGuiContext& g = *GImGui;
10045
10046
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
10047
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
10048
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
10049
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
10050
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
10051
    // while still correctly asserting on mid-frame key press events.
10052
104k
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
10053
104k
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
10054
104k
    IM_UNUSED(key_mods);
10055
10056
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
10057
    //ErrorCheckEndFrameRecover();
10058
10059
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
10060
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
10061
104k
    if (g.CurrentWindowStack.Size != 1)
10062
0
    {
10063
0
        if (g.CurrentWindowStack.Size > 1)
10064
0
        {
10065
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
10066
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
10067
0
            IM_UNUSED(window);
10068
0
            while (g.CurrentWindowStack.Size > 1)
10069
0
                End();
10070
0
        }
10071
0
        else
10072
0
        {
10073
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
10074
0
        }
10075
0
    }
10076
10077
104k
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
10078
104k
}
10079
10080
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
10081
// Must be called during or before EndFrame().
10082
// This is generally flawed as we are not necessarily End/Popping things in the right order.
10083
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
10084
// FIXME: Can't recover from interleaved BeginTabBar/Begin
10085
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10086
0
{
10087
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
10088
0
    ImGuiContext& g = *GImGui;
10089
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
10090
0
    {
10091
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
10092
0
        ImGuiWindow* window = g.CurrentWindow;
10093
0
        if (g.CurrentWindowStack.Size == 1)
10094
0
        {
10095
0
            IM_ASSERT(window->IsFallbackWindow);
10096
0
            break;
10097
0
        }
10098
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
10099
0
        {
10100
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
10101
0
            EndChild();
10102
0
        }
10103
0
        else
10104
0
        {
10105
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
10106
0
            End();
10107
0
        }
10108
0
    }
10109
0
}
10110
10111
// Must be called before End()/EndChild()
10112
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10113
0
{
10114
0
    ImGuiContext& g = *GImGui;
10115
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
10116
0
    {
10117
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
10118
0
        EndTable();
10119
0
    }
10120
10121
0
    ImGuiWindow* window = g.CurrentWindow;
10122
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
10123
0
    IM_ASSERT(window != NULL);
10124
0
    while (g.CurrentTabBar != NULL) //-V1044
10125
0
    {
10126
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
10127
0
        EndTabBar();
10128
0
    }
10129
0
    while (window->DC.TreeDepth > 0)
10130
0
    {
10131
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
10132
0
        TreePop();
10133
0
    }
10134
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
10135
0
    {
10136
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
10137
0
        EndGroup();
10138
0
    }
10139
0
    while (window->IDStack.Size > 1)
10140
0
    {
10141
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
10142
0
        PopID();
10143
0
    }
10144
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
10145
0
    {
10146
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
10147
0
        EndDisabled();
10148
0
    }
10149
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
10150
0
    {
10151
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
10152
0
        PopStyleColor();
10153
0
    }
10154
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
10155
0
    {
10156
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
10157
0
        PopItemFlag();
10158
0
    }
10159
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
10160
0
    {
10161
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
10162
0
        PopStyleVar();
10163
0
    }
10164
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
10165
0
    {
10166
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
10167
0
        PopFont();
10168
0
    }
10169
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
10170
0
    {
10171
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
10172
0
        PopFocusScope();
10173
0
    }
10174
0
}
10175
10176
// Save current stack sizes for later compare
10177
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
10178
314k
{
10179
314k
    ImGuiContext& g = *ctx;
10180
314k
    ImGuiWindow* window = g.CurrentWindow;
10181
314k
    SizeOfIDStack = (short)window->IDStack.Size;
10182
314k
    SizeOfColorStack = (short)g.ColorStack.Size;
10183
314k
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
10184
314k
    SizeOfFontStack = (short)g.FontStack.Size;
10185
314k
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
10186
314k
    SizeOfGroupStack = (short)g.GroupStack.Size;
10187
314k
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
10188
314k
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
10189
314k
    SizeOfDisabledStack = (short)g.DisabledStackSize;
10190
314k
}
10191
10192
// Compare to detect usage errors
10193
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
10194
314k
{
10195
314k
    ImGuiContext& g = *ctx;
10196
314k
    ImGuiWindow* window = g.CurrentWindow;
10197
314k
    IM_UNUSED(window);
10198
10199
    // Window stacks
10200
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
10201
314k
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
10202
10203
    // Global stacks
10204
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
10205
314k
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
10206
314k
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
10207
314k
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
10208
314k
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
10209
314k
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
10210
314k
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
10211
314k
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
10212
314k
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
10213
314k
}
10214
10215
10216
//-----------------------------------------------------------------------------
10217
// [SECTION] LAYOUT
10218
//-----------------------------------------------------------------------------
10219
// - ItemSize()
10220
// - ItemAdd()
10221
// - SameLine()
10222
// - GetCursorScreenPos()
10223
// - SetCursorScreenPos()
10224
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10225
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10226
// - GetCursorStartPos()
10227
// - Indent()
10228
// - Unindent()
10229
// - SetNextItemWidth()
10230
// - PushItemWidth()
10231
// - PushMultiItemsWidths()
10232
// - PopItemWidth()
10233
// - CalcItemWidth()
10234
// - CalcItemSize()
10235
// - GetTextLineHeight()
10236
// - GetTextLineHeightWithSpacing()
10237
// - GetFrameHeight()
10238
// - GetFrameHeightWithSpacing()
10239
// - GetContentRegionMax()
10240
// - GetContentRegionMaxAbs() [Internal]
10241
// - GetContentRegionAvail(),
10242
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10243
// - BeginGroup()
10244
// - EndGroup()
10245
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10246
//-----------------------------------------------------------------------------
10247
10248
// Advance cursor given item size for layout.
10249
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10250
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10251
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10252
207k
{
10253
207k
    ImGuiContext& g = *GImGui;
10254
207k
    ImGuiWindow* window = g.CurrentWindow;
10255
207k
    if (window->SkipItems)
10256
0
        return;
10257
10258
    // We increase the height in this function to accommodate for baseline offset.
10259
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10260
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10261
207k
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10262
10263
207k
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10264
207k
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10265
10266
    // Always align ourselves on pixel boundaries
10267
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10268
207k
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10269
207k
    window->DC.CursorPosPrevLine.y = line_y1;
10270
207k
    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10271
207k
    window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10272
207k
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10273
207k
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10274
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10275
10276
207k
    window->DC.PrevLineSize.y = line_height;
10277
207k
    window->DC.CurrLineSize.y = 0.0f;
10278
207k
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10279
207k
    window->DC.CurrLineTextBaseOffset = 0.0f;
10280
207k
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10281
10282
    // Horizontal layout mode
10283
207k
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10284
0
        SameLine();
10285
207k
}
10286
10287
// Declare item bounding box for clipping and interaction.
10288
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10289
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10290
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10291
630k
{
10292
630k
    ImGuiContext& g = *GImGui;
10293
630k
    ImGuiWindow* window = g.CurrentWindow;
10294
10295
    // Set item data
10296
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10297
630k
    g.LastItemData.ID = id;
10298
630k
    g.LastItemData.Rect = bb;
10299
630k
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10300
630k
    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
10301
630k
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10302
    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
10303
10304
    // Directional navigation processing
10305
630k
    if (id != 0)
10306
498k
    {
10307
498k
        KeepAliveID(id);
10308
10309
        // Runs prior to clipping early-out
10310
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10311
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10312
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10313
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10314
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10315
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10316
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10317
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10318
498k
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10319
284k
        {
10320
284k
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10321
284k
            if (g.NavId == id || g.NavAnyRequest)
10322
28.2k
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10323
7.51k
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10324
7.51k
                        NavProcessItem();
10325
284k
        }
10326
10327
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10328
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10329
        // READ THE FAQ: https://dearimgui.com/faq
10330
498k
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10331
498k
    }
10332
630k
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10333
630k
    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
10334
10335
#ifdef IMGUI_ENABLE_TEST_ENGINE
10336
    if (id != 0)
10337
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10338
#endif
10339
10340
    // Clipping test
10341
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10342
    //const bool is_clipped = IsClippedEx(bb, id);
10343
    //if (is_clipped)
10344
    //    return false;
10345
630k
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10346
630k
    if (!is_rect_visible)
10347
213k
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
10348
213k
            if (!g.LogEnabled)
10349
213k
                return false;
10350
10351
    // [DEBUG]
10352
417k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10353
417k
    if (id != 0 && id == g.DebugLocateId)
10354
0
        DebugLocateItemResolveWithLastItem();
10355
417k
#endif
10356
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10357
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10358
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10359
10360
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10361
417k
    if (is_rect_visible)
10362
417k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10363
417k
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10364
1.42k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10365
417k
    return true;
10366
630k
}
10367
10368
// Gets back to previous line and continue with horizontal layout
10369
//      offset_from_start_x == 0 : follow right after previous item
10370
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10371
//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
10372
//      spacing_w >= 0           : enforce spacing amount
10373
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10374
0
{
10375
0
    ImGuiContext& g = *GImGui;
10376
0
    ImGuiWindow* window = g.CurrentWindow;
10377
0
    if (window->SkipItems)
10378
0
        return;
10379
10380
0
    if (offset_from_start_x != 0.0f)
10381
0
    {
10382
0
        if (spacing_w < 0.0f)
10383
0
            spacing_w = 0.0f;
10384
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10385
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10386
0
    }
10387
0
    else
10388
0
    {
10389
0
        if (spacing_w < 0.0f)
10390
0
            spacing_w = g.Style.ItemSpacing.x;
10391
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10392
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10393
0
    }
10394
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10395
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10396
0
    window->DC.IsSameLine = true;
10397
0
}
10398
10399
ImVec2 ImGui::GetCursorScreenPos()
10400
139k
{
10401
139k
    ImGuiWindow* window = GetCurrentWindowRead();
10402
139k
    return window->DC.CursorPos;
10403
139k
}
10404
10405
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10406
0
{
10407
0
    ImGuiWindow* window = GetCurrentWindow();
10408
0
    window->DC.CursorPos = pos;
10409
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10410
0
    window->DC.IsSetPos = true;
10411
0
}
10412
10413
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10414
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10415
ImVec2 ImGui::GetCursorPos()
10416
0
{
10417
0
    ImGuiWindow* window = GetCurrentWindowRead();
10418
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10419
0
}
10420
10421
float ImGui::GetCursorPosX()
10422
0
{
10423
0
    ImGuiWindow* window = GetCurrentWindowRead();
10424
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10425
0
}
10426
10427
float ImGui::GetCursorPosY()
10428
0
{
10429
0
    ImGuiWindow* window = GetCurrentWindowRead();
10430
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10431
0
}
10432
10433
void ImGui::SetCursorPos(const ImVec2& local_pos)
10434
0
{
10435
0
    ImGuiWindow* window = GetCurrentWindow();
10436
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10437
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10438
0
    window->DC.IsSetPos = true;
10439
0
}
10440
10441
void ImGui::SetCursorPosX(float x)
10442
0
{
10443
0
    ImGuiWindow* window = GetCurrentWindow();
10444
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10445
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10446
0
    window->DC.IsSetPos = true;
10447
0
}
10448
10449
void ImGui::SetCursorPosY(float y)
10450
0
{
10451
0
    ImGuiWindow* window = GetCurrentWindow();
10452
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10453
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10454
0
    window->DC.IsSetPos = true;
10455
0
}
10456
10457
ImVec2 ImGui::GetCursorStartPos()
10458
0
{
10459
0
    ImGuiWindow* window = GetCurrentWindowRead();
10460
0
    return window->DC.CursorStartPos - window->Pos;
10461
0
}
10462
10463
void ImGui::Indent(float indent_w)
10464
0
{
10465
0
    ImGuiContext& g = *GImGui;
10466
0
    ImGuiWindow* window = GetCurrentWindow();
10467
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10468
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10469
0
}
10470
10471
void ImGui::Unindent(float indent_w)
10472
0
{
10473
0
    ImGuiContext& g = *GImGui;
10474
0
    ImGuiWindow* window = GetCurrentWindow();
10475
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10476
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10477
0
}
10478
10479
// Affect large frame+labels widgets only.
10480
void ImGui::SetNextItemWidth(float item_width)
10481
0
{
10482
0
    ImGuiContext& g = *GImGui;
10483
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10484
0
    g.NextItemData.Width = item_width;
10485
0
}
10486
10487
// FIXME: Remove the == 0.0f behavior?
10488
void ImGui::PushItemWidth(float item_width)
10489
0
{
10490
0
    ImGuiContext& g = *GImGui;
10491
0
    ImGuiWindow* window = g.CurrentWindow;
10492
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10493
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10494
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10495
0
}
10496
10497
void ImGui::PushMultiItemsWidths(int components, float w_full)
10498
0
{
10499
0
    ImGuiContext& g = *GImGui;
10500
0
    ImGuiWindow* window = g.CurrentWindow;
10501
0
    const ImGuiStyle& style = g.Style;
10502
0
    const float w_item_one  = ImMax(1.0f, IM_TRUNC((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10503
0
    const float w_item_last = ImMax(1.0f, IM_TRUNC(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10504
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10505
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10506
0
    for (int i = 0; i < components - 2; i++)
10507
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10508
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10509
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10510
0
}
10511
10512
void ImGui::PopItemWidth()
10513
0
{
10514
0
    ImGuiWindow* window = GetCurrentWindow();
10515
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10516
0
    window->DC.ItemWidthStack.pop_back();
10517
0
}
10518
10519
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10520
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10521
float ImGui::CalcItemWidth()
10522
0
{
10523
0
    ImGuiContext& g = *GImGui;
10524
0
    ImGuiWindow* window = g.CurrentWindow;
10525
0
    float w;
10526
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10527
0
        w = g.NextItemData.Width;
10528
0
    else
10529
0
        w = window->DC.ItemWidth;
10530
0
    if (w < 0.0f)
10531
0
    {
10532
0
        float region_max_x = GetContentRegionMaxAbs().x;
10533
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10534
0
    }
10535
0
    w = IM_TRUNC(w);
10536
0
    return w;
10537
0
}
10538
10539
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10540
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10541
// Note that only CalcItemWidth() is publicly exposed.
10542
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10543
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10544
0
{
10545
0
    ImGuiContext& g = *GImGui;
10546
0
    ImGuiWindow* window = g.CurrentWindow;
10547
10548
0
    ImVec2 region_max;
10549
0
    if (size.x < 0.0f || size.y < 0.0f)
10550
0
        region_max = GetContentRegionMaxAbs();
10551
10552
0
    if (size.x == 0.0f)
10553
0
        size.x = default_w;
10554
0
    else if (size.x < 0.0f)
10555
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10556
10557
0
    if (size.y == 0.0f)
10558
0
        size.y = default_h;
10559
0
    else if (size.y < 0.0f)
10560
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10561
10562
0
    return size;
10563
0
}
10564
10565
float ImGui::GetTextLineHeight()
10566
0
{
10567
0
    ImGuiContext& g = *GImGui;
10568
0
    return g.FontSize;
10569
0
}
10570
10571
float ImGui::GetTextLineHeightWithSpacing()
10572
104k
{
10573
104k
    ImGuiContext& g = *GImGui;
10574
104k
    return g.FontSize + g.Style.ItemSpacing.y;
10575
104k
}
10576
10577
float ImGui::GetFrameHeight()
10578
929
{
10579
929
    ImGuiContext& g = *GImGui;
10580
929
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10581
929
}
10582
10583
float ImGui::GetFrameHeightWithSpacing()
10584
0
{
10585
0
    ImGuiContext& g = *GImGui;
10586
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10587
0
}
10588
10589
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10590
10591
// FIXME: This is in window space (not screen space!).
10592
ImVec2 ImGui::GetContentRegionMax()
10593
0
{
10594
0
    ImGuiContext& g = *GImGui;
10595
0
    ImGuiWindow* window = g.CurrentWindow;
10596
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10597
0
    return mx - window->Pos;
10598
0
}
10599
10600
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10601
ImVec2 ImGui::GetContentRegionMaxAbs()
10602
104k
{
10603
104k
    ImGuiContext& g = *GImGui;
10604
104k
    ImGuiWindow* window = g.CurrentWindow;
10605
104k
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10606
104k
    return mx;
10607
104k
}
10608
10609
ImVec2 ImGui::GetContentRegionAvail()
10610
104k
{
10611
104k
    ImGuiWindow* window = GImGui->CurrentWindow;
10612
104k
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10613
104k
}
10614
10615
// In window space (not screen space!)
10616
ImVec2 ImGui::GetWindowContentRegionMin()
10617
0
{
10618
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10619
0
    return window->ContentRegionRect.Min - window->Pos;
10620
0
}
10621
10622
ImVec2 ImGui::GetWindowContentRegionMax()
10623
104k
{
10624
104k
    ImGuiWindow* window = GImGui->CurrentWindow;
10625
104k
    return window->ContentRegionRect.Max - window->Pos;
10626
104k
}
10627
10628
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10629
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10630
// FIXME-OPT: Could we safely early out on ->SkipItems?
10631
void ImGui::BeginGroup()
10632
0
{
10633
0
    ImGuiContext& g = *GImGui;
10634
0
    ImGuiWindow* window = g.CurrentWindow;
10635
10636
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10637
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10638
0
    group_data.WindowID = window->ID;
10639
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10640
0
    group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
10641
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10642
0
    group_data.BackupIndent = window->DC.Indent;
10643
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10644
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10645
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10646
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10647
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10648
0
    group_data.BackupIsSameLine = window->DC.IsSameLine;
10649
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10650
0
    group_data.EmitItem = true;
10651
10652
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10653
0
    window->DC.Indent = window->DC.GroupOffset;
10654
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10655
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10656
0
    if (g.LogEnabled)
10657
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10658
0
}
10659
10660
void ImGui::EndGroup()
10661
0
{
10662
0
    ImGuiContext& g = *GImGui;
10663
0
    ImGuiWindow* window = g.CurrentWindow;
10664
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10665
10666
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10667
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10668
10669
0
    if (window->DC.IsSetPos)
10670
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10671
10672
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10673
10674
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10675
0
    window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
10676
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10677
0
    window->DC.Indent = group_data.BackupIndent;
10678
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10679
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10680
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10681
0
    window->DC.IsSameLine = group_data.BackupIsSameLine;
10682
0
    if (g.LogEnabled)
10683
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10684
10685
0
    if (!group_data.EmitItem)
10686
0
    {
10687
0
        g.GroupStack.pop_back();
10688
0
        return;
10689
0
    }
10690
10691
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10692
0
    ItemSize(group_bb.GetSize());
10693
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10694
10695
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10696
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10697
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10698
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10699
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10700
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10701
0
    if (group_contains_curr_active_id)
10702
0
        g.LastItemData.ID = g.ActiveId;
10703
0
    else if (group_contains_prev_active_id)
10704
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10705
0
    g.LastItemData.Rect = group_bb;
10706
10707
    // Forward Hovered flag
10708
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10709
0
    if (group_contains_curr_hovered_id)
10710
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10711
10712
    // Forward Edited flag
10713
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10714
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10715
10716
    // Forward Deactivated flag
10717
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10718
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10719
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10720
10721
0
    g.GroupStack.pop_back();
10722
0
    if (g.DebugShowGroupRects)
10723
0
        window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10724
0
}
10725
10726
10727
//-----------------------------------------------------------------------------
10728
// [SECTION] SCROLLING
10729
//-----------------------------------------------------------------------------
10730
10731
// Helper to snap on edges when aiming at an item very close to the edge,
10732
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10733
// When we refactor the scrolling API this may be configurable with a flag?
10734
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10735
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10736
0
{
10737
0
    if (target <= snap_min + snap_threshold)
10738
0
        return ImLerp(snap_min, target, center_ratio);
10739
0
    if (target >= snap_max - snap_threshold)
10740
0
        return ImLerp(target, snap_max, center_ratio);
10741
0
    return target;
10742
0
}
10743
10744
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10745
315k
{
10746
315k
    ImVec2 scroll = window->Scroll;
10747
315k
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10748
945k
    for (int axis = 0; axis < 2; axis++)
10749
630k
    {
10750
630k
        if (window->ScrollTarget[axis] < FLT_MAX)
10751
56.9k
        {
10752
56.9k
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10753
56.9k
            float scroll_target = window->ScrollTarget[axis];
10754
56.9k
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10755
0
            {
10756
0
                float snap_min = 0.0f;
10757
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10758
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10759
0
            }
10760
56.9k
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10761
56.9k
        }
10762
630k
        scroll[axis] = IM_TRUNC(ImMax(scroll[axis], 0.0f));
10763
630k
        if (!window->Collapsed && !window->SkipItems)
10764
625k
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10765
630k
    }
10766
315k
    return scroll;
10767
315k
}
10768
10769
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10770
0
{
10771
0
    ImGuiContext& g = *GImGui;
10772
0
    ImGuiWindow* window = g.CurrentWindow;
10773
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10774
0
}
10775
10776
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10777
0
{
10778
0
    ScrollToRectEx(window, item_rect, flags);
10779
0
}
10780
10781
// Scroll to keep newly navigated item fully into view
10782
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10783
604
{
10784
604
    ImGuiContext& g = *GImGui;
10785
604
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10786
604
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10787
604
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10788
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10789
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10790
10791
    // Check that only one behavior is selected per axis
10792
604
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10793
604
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10794
10795
    // Defaults
10796
604
    ImGuiScrollFlags in_flags = flags;
10797
604
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10798
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10799
604
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10800
362
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10801
10802
604
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10803
604
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10804
604
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10805
604
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10806
10807
604
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10808
1
    {
10809
1
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10810
1
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10811
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10812
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10813
1
    }
10814
603
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10815
0
    {
10816
0
        if (can_be_fully_visible_x)
10817
0
            SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10818
0
        else
10819
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10820
0
    }
10821
10822
604
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10823
8
    {
10824
8
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10825
8
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10826
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10827
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10828
8
    }
10829
596
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10830
0
    {
10831
0
        if (can_be_fully_visible_y)
10832
0
            SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10833
0
        else
10834
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10835
0
    }
10836
10837
604
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10838
604
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10839
10840
    // Also scroll parent window to keep us into view if necessary
10841
604
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10842
0
    {
10843
        // FIXME-SCROLL: May be an option?
10844
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10845
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10846
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10847
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10848
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10849
0
    }
10850
10851
604
    return delta_scroll;
10852
604
}
10853
10854
float ImGui::GetScrollX()
10855
138k
{
10856
138k
    ImGuiWindow* window = GImGui->CurrentWindow;
10857
138k
    return window->Scroll.x;
10858
138k
}
10859
10860
float ImGui::GetScrollY()
10861
138k
{
10862
138k
    ImGuiWindow* window = GImGui->CurrentWindow;
10863
138k
    return window->Scroll.y;
10864
138k
}
10865
10866
float ImGui::GetScrollMaxX()
10867
0
{
10868
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10869
0
    return window->ScrollMax.x;
10870
0
}
10871
10872
float ImGui::GetScrollMaxY()
10873
0
{
10874
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10875
0
    return window->ScrollMax.y;
10876
0
}
10877
10878
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10879
27.3k
{
10880
27.3k
    window->ScrollTarget.x = scroll_x;
10881
27.3k
    window->ScrollTargetCenterRatio.x = 0.0f;
10882
27.3k
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10883
27.3k
}
10884
10885
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10886
30.7k
{
10887
30.7k
    window->ScrollTarget.y = scroll_y;
10888
30.7k
    window->ScrollTargetCenterRatio.y = 0.0f;
10889
30.7k
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10890
30.7k
}
10891
10892
void ImGui::SetScrollX(float scroll_x)
10893
24.6k
{
10894
24.6k
    ImGuiContext& g = *GImGui;
10895
24.6k
    SetScrollX(g.CurrentWindow, scroll_x);
10896
24.6k
}
10897
10898
void ImGui::SetScrollY(float scroll_y)
10899
28.3k
{
10900
28.3k
    ImGuiContext& g = *GImGui;
10901
28.3k
    SetScrollY(g.CurrentWindow, scroll_y);
10902
28.3k
}
10903
10904
// Note that a local position will vary depending on initial scroll value,
10905
// This is a little bit confusing so bear with us:
10906
//  - local_pos = (absolution_pos - window->Pos)
10907
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10908
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10909
//  - They mostly exist because of legacy API.
10910
// Following the rules above, when trying to work with scrolling code, consider that:
10911
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10912
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10913
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10914
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10915
1
{
10916
1
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10917
1
    window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10918
1
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10919
1
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10920
1
}
10921
10922
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10923
8
{
10924
8
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10925
8
    window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10926
8
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10927
8
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10928
8
}
10929
10930
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10931
0
{
10932
0
    ImGuiContext& g = *GImGui;
10933
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10934
0
}
10935
10936
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10937
0
{
10938
0
    ImGuiContext& g = *GImGui;
10939
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10940
0
}
10941
10942
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10943
void ImGui::SetScrollHereX(float center_x_ratio)
10944
0
{
10945
0
    ImGuiContext& g = *GImGui;
10946
0
    ImGuiWindow* window = g.CurrentWindow;
10947
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10948
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10949
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10950
10951
    // Tweak: snap on edges when aiming at an item very close to the edge
10952
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10953
0
}
10954
10955
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10956
void ImGui::SetScrollHereY(float center_y_ratio)
10957
0
{
10958
0
    ImGuiContext& g = *GImGui;
10959
0
    ImGuiWindow* window = g.CurrentWindow;
10960
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10961
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10962
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10963
10964
    // Tweak: snap on edges when aiming at an item very close to the edge
10965
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10966
0
}
10967
10968
//-----------------------------------------------------------------------------
10969
// [SECTION] TOOLTIPS
10970
//-----------------------------------------------------------------------------
10971
10972
bool ImGui::BeginTooltip()
10973
29
{
10974
29
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10975
29
}
10976
10977
bool ImGui::BeginItemTooltip()
10978
0
{
10979
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10980
0
        return false;
10981
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10982
0
}
10983
10984
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
10985
29
{
10986
29
    ImGuiContext& g = *GImGui;
10987
10988
29
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
10989
0
    {
10990
        // Drag and Drop tooltips are positioning differently than other tooltips:
10991
        // - offset visibility to increase visibility around mouse.
10992
        // - never clamp within outer viewport boundary.
10993
        // We call SetNextWindowPos() to enforce position and disable clamping.
10994
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
10995
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
10996
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
10997
0
        SetNextWindowPos(tooltip_pos);
10998
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
10999
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
11000
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
11001
0
    }
11002
11003
29
    char window_name[16];
11004
29
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
11005
29
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
11006
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
11007
0
            if (window->Active)
11008
0
            {
11009
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
11010
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
11011
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
11012
0
            }
11013
29
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
11014
29
    Begin(window_name, NULL, flags | extra_window_flags);
11015
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
11016
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
11017
    //if (!ret)
11018
    //    End();
11019
    //return ret;
11020
29
    return true;
11021
29
}
11022
11023
void ImGui::EndTooltip()
11024
29
{
11025
29
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
11026
29
    End();
11027
29
}
11028
11029
void ImGui::SetTooltip(const char* fmt, ...)
11030
0
{
11031
0
    va_list args;
11032
0
    va_start(args, fmt);
11033
0
    SetTooltipV(fmt, args);
11034
0
    va_end(args);
11035
0
}
11036
11037
void ImGui::SetTooltipV(const char* fmt, va_list args)
11038
0
{
11039
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
11040
0
        return;
11041
0
    TextV(fmt, args);
11042
0
    EndTooltip();
11043
0
}
11044
11045
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
11046
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
11047
void ImGui::SetItemTooltip(const char* fmt, ...)
11048
0
{
11049
0
    va_list args;
11050
0
    va_start(args, fmt);
11051
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11052
0
        SetTooltipV(fmt, args);
11053
0
    va_end(args);
11054
0
}
11055
11056
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
11057
0
{
11058
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11059
0
        SetTooltipV(fmt, args);
11060
0
}
11061
11062
11063
//-----------------------------------------------------------------------------
11064
// [SECTION] POPUPS
11065
//-----------------------------------------------------------------------------
11066
11067
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
11068
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
11069
0
{
11070
0
    ImGuiContext& g = *GImGui;
11071
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
11072
0
    {
11073
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
11074
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
11075
0
        IM_ASSERT(id == 0);
11076
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11077
0
            return g.OpenPopupStack.Size > 0;
11078
0
        else
11079
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
11080
0
    }
11081
0
    else
11082
0
    {
11083
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11084
0
        {
11085
            // Return true if the popup is open anywhere in the popup stack
11086
0
            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
11087
0
                if (popup_data.PopupId == id)
11088
0
                    return true;
11089
0
            return false;
11090
0
        }
11091
0
        else
11092
0
        {
11093
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
11094
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
11095
0
        }
11096
0
    }
11097
0
}
11098
11099
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
11100
0
{
11101
0
    ImGuiContext& g = *GImGui;
11102
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
11103
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
11104
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
11105
0
    return IsPopupOpen(id, popup_flags);
11106
0
}
11107
11108
// Also see FindBlockingModal(NULL)
11109
ImGuiWindow* ImGui::GetTopMostPopupModal()
11110
315k
{
11111
315k
    ImGuiContext& g = *GImGui;
11112
315k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11113
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11114
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
11115
0
                return popup;
11116
315k
    return NULL;
11117
315k
}
11118
11119
// See Demo->Stacked Modal to confirm what this is for.
11120
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
11121
104k
{
11122
104k
    ImGuiContext& g = *GImGui;
11123
104k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11124
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11125
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
11126
0
                return popup;
11127
104k
    return NULL;
11128
104k
}
11129
11130
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
11131
0
{
11132
0
    ImGuiContext& g = *GImGui;
11133
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11134
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
11135
0
    OpenPopupEx(id, popup_flags);
11136
0
}
11137
11138
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
11139
0
{
11140
0
    OpenPopupEx(id, popup_flags);
11141
0
}
11142
11143
// Mark popup as open (toggle toward open state).
11144
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
11145
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
11146
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
11147
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
11148
0
{
11149
0
    ImGuiContext& g = *GImGui;
11150
0
    ImGuiWindow* parent_window = g.CurrentWindow;
11151
0
    const int current_stack_size = g.BeginPopupStack.Size;
11152
11153
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
11154
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
11155
0
            return;
11156
11157
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
11158
0
    popup_ref.PopupId = id;
11159
0
    popup_ref.Window = NULL;
11160
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
11161
0
    popup_ref.OpenFrameCount = g.FrameCount;
11162
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
11163
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
11164
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
11165
11166
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
11167
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
11168
0
    {
11169
0
        g.OpenPopupStack.push_back(popup_ref);
11170
0
    }
11171
0
    else
11172
0
    {
11173
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
11174
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
11175
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
11176
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
11177
0
        {
11178
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
11179
0
        }
11180
0
        else
11181
0
        {
11182
            // Close child popups if any, then flag popup for open/reopen
11183
0
            ClosePopupToLevel(current_stack_size, false);
11184
0
            g.OpenPopupStack.push_back(popup_ref);
11185
0
        }
11186
11187
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
11188
        // This is equivalent to what ClosePopupToLevel() does.
11189
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
11190
        //    FocusWindow(parent_window);
11191
0
    }
11192
0
}
11193
11194
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
11195
// This function closes any popups that are over 'ref_window'.
11196
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
11197
23.5k
{
11198
23.5k
    ImGuiContext& g = *GImGui;
11199
23.5k
    if (g.OpenPopupStack.Size == 0)
11200
23.5k
        return;
11201
11202
    // Don't close our own child popup windows.
11203
0
    int popup_count_to_keep = 0;
11204
0
    if (ref_window)
11205
0
    {
11206
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
11207
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
11208
0
        {
11209
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
11210
0
            if (!popup.Window)
11211
0
                continue;
11212
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
11213
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
11214
0
                continue;
11215
11216
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11217
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
11218
            //     Window -> Popup1 -> Popup2 -> Popup3
11219
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11220
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11221
0
            bool ref_window_is_descendent_of_popup = false;
11222
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11223
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11224
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11225
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11226
0
                    {
11227
0
                        ref_window_is_descendent_of_popup = true;
11228
0
                        break;
11229
0
                    }
11230
0
            if (!ref_window_is_descendent_of_popup)
11231
0
                break;
11232
0
        }
11233
0
    }
11234
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11235
0
    {
11236
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11237
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11238
0
    }
11239
0
}
11240
11241
void ImGui::ClosePopupsExceptModals()
11242
0
{
11243
0
    ImGuiContext& g = *GImGui;
11244
11245
0
    int popup_count_to_keep;
11246
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11247
0
    {
11248
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11249
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11250
0
            break;
11251
0
    }
11252
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11253
0
        ClosePopupToLevel(popup_count_to_keep, true);
11254
0
}
11255
11256
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11257
0
{
11258
0
    ImGuiContext& g = *GImGui;
11259
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
11260
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11261
11262
    // Trim open popup stack
11263
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
11264
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
11265
0
    g.OpenPopupStack.resize(remaining);
11266
11267
0
    if (restore_focus_to_window_under_popup)
11268
0
    {
11269
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
11270
0
        if (focus_window && !focus_window->WasActive && popup_window)
11271
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11272
0
        else
11273
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11274
0
    }
11275
0
}
11276
11277
// Close the popup we have begin-ed into.
11278
void ImGui::CloseCurrentPopup()
11279
0
{
11280
0
    ImGuiContext& g = *GImGui;
11281
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11282
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11283
0
        return;
11284
11285
    // Closing a menu closes its top-most parent popup (unless a modal)
11286
0
    while (popup_idx > 0)
11287
0
    {
11288
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11289
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11290
0
        bool close_parent = false;
11291
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11292
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11293
0
                close_parent = true;
11294
0
        if (!close_parent)
11295
0
            break;
11296
0
        popup_idx--;
11297
0
    }
11298
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11299
0
    ClosePopupToLevel(popup_idx, true);
11300
11301
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11302
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11303
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11304
0
    if (ImGuiWindow* window = g.NavWindow)
11305
0
        window->DC.NavHideHighlightOneFrame = true;
11306
0
}
11307
11308
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11309
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11310
0
{
11311
0
    ImGuiContext& g = *GImGui;
11312
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11313
0
    {
11314
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11315
0
        return false;
11316
0
    }
11317
11318
0
    char name[20];
11319
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11320
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
11321
0
    else
11322
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11323
11324
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11325
0
    bool is_open = Begin(name, NULL, flags);
11326
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11327
0
        EndPopup();
11328
11329
0
    return is_open;
11330
0
}
11331
11332
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11333
0
{
11334
0
    ImGuiContext& g = *GImGui;
11335
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11336
0
    {
11337
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11338
0
        return false;
11339
0
    }
11340
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11341
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11342
0
    return BeginPopupEx(id, flags);
11343
0
}
11344
11345
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11346
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
11347
// - *p_open set back to false in BeginPopupModal() when popup is not open.
11348
// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
11349
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11350
0
{
11351
0
    ImGuiContext& g = *GImGui;
11352
0
    ImGuiWindow* window = g.CurrentWindow;
11353
0
    const ImGuiID id = window->GetID(name);
11354
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11355
0
    {
11356
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11357
0
        if (p_open && *p_open)
11358
0
            *p_open = false;
11359
0
        return false;
11360
0
    }
11361
11362
    // Center modal windows by default for increased visibility
11363
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11364
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11365
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11366
0
    {
11367
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11368
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11369
0
    }
11370
11371
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11372
0
    const bool is_open = Begin(name, p_open, flags);
11373
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11374
0
    {
11375
0
        EndPopup();
11376
0
        if (is_open)
11377
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11378
0
        return false;
11379
0
    }
11380
0
    return is_open;
11381
0
}
11382
11383
void ImGui::EndPopup()
11384
0
{
11385
0
    ImGuiContext& g = *GImGui;
11386
0
    ImGuiWindow* window = g.CurrentWindow;
11387
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11388
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11389
11390
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11391
0
    if (g.NavWindow == window)
11392
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11393
11394
    // Child-popups don't need to be laid out
11395
0
    IM_ASSERT(g.WithinEndChild == false);
11396
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11397
0
        g.WithinEndChild = true;
11398
0
    End();
11399
0
    g.WithinEndChild = false;
11400
0
}
11401
11402
// Helper to open a popup if mouse button is released over the item
11403
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11404
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11405
0
{
11406
0
    ImGuiContext& g = *GImGui;
11407
0
    ImGuiWindow* window = g.CurrentWindow;
11408
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11409
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11410
0
    {
11411
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11412
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11413
0
        OpenPopupEx(id, popup_flags);
11414
0
    }
11415
0
}
11416
11417
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11418
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11419
// - To create a popup with a specific identifier, pass it in str_id.
11420
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11421
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11422
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11423
//   This is essentially the same as:
11424
//       id = str_id ? GetID(str_id) : GetItemID();
11425
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11426
//       return BeginPopup(id);
11427
//   Which is essentially the same as:
11428
//       id = str_id ? GetID(str_id) : GetItemID();
11429
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11430
//           OpenPopup(id);
11431
//       return BeginPopup(id);
11432
//   The main difference being that this is tweaked to avoid computing the ID twice.
11433
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11434
0
{
11435
0
    ImGuiContext& g = *GImGui;
11436
0
    ImGuiWindow* window = g.CurrentWindow;
11437
0
    if (window->SkipItems)
11438
0
        return false;
11439
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11440
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11441
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11442
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11443
0
        OpenPopupEx(id, popup_flags);
11444
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11445
0
}
11446
11447
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11448
0
{
11449
0
    ImGuiContext& g = *GImGui;
11450
0
    ImGuiWindow* window = g.CurrentWindow;
11451
0
    if (!str_id)
11452
0
        str_id = "window_context";
11453
0
    ImGuiID id = window->GetID(str_id);
11454
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11455
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11456
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11457
0
            OpenPopupEx(id, popup_flags);
11458
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11459
0
}
11460
11461
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11462
0
{
11463
0
    ImGuiContext& g = *GImGui;
11464
0
    ImGuiWindow* window = g.CurrentWindow;
11465
0
    if (!str_id)
11466
0
        str_id = "void_context";
11467
0
    ImGuiID id = window->GetID(str_id);
11468
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11469
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11470
0
        if (GetTopMostPopupModal() == NULL)
11471
0
            OpenPopupEx(id, popup_flags);
11472
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11473
0
}
11474
11475
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11476
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11477
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11478
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11479
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11480
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11481
29
{
11482
29
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11483
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11484
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11485
11486
    // Combo Box policy (we want a connecting edge)
11487
29
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11488
0
    {
11489
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11490
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11491
0
        {
11492
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11493
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11494
0
                continue;
11495
0
            ImVec2 pos;
11496
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11497
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11498
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11499
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11500
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11501
0
                continue;
11502
0
            *last_dir = dir;
11503
0
            return pos;
11504
0
        }
11505
0
    }
11506
11507
    // Tooltip and Default popup policy
11508
    // (Always first try the direction we used on the last frame, if any)
11509
29
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11510
29
    {
11511
29
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11512
29
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11513
29
        {
11514
29
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11515
29
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11516
0
                continue;
11517
11518
29
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11519
29
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11520
11521
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11522
29
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11523
0
                continue;
11524
29
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11525
0
                continue;
11526
11527
29
            ImVec2 pos;
11528
29
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11529
29
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11530
11531
            // Clamp top-left corner of popup
11532
29
            pos.x = ImMax(pos.x, r_outer.Min.x);
11533
29
            pos.y = ImMax(pos.y, r_outer.Min.y);
11534
11535
29
            *last_dir = dir;
11536
29
            return pos;
11537
29
        }
11538
29
    }
11539
11540
    // Fallback when not enough room:
11541
0
    *last_dir = ImGuiDir_None;
11542
11543
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11544
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11545
0
        return ref_pos + ImVec2(2, 2);
11546
11547
    // Otherwise try to keep within display
11548
0
    ImVec2 pos = ref_pos;
11549
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11550
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11551
0
    return pos;
11552
0
}
11553
11554
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11555
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11556
29
{
11557
29
    ImGuiContext& g = *GImGui;
11558
29
    ImRect r_screen;
11559
29
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11560
0
    {
11561
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11562
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11563
0
        r_screen.Min = monitor.WorkPos;
11564
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11565
0
    }
11566
29
    else
11567
29
    {
11568
        // Use the full viewport area (not work area) for popups
11569
29
        r_screen = window->Viewport->GetMainRect();
11570
29
    }
11571
29
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11572
29
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11573
29
    return r_screen;
11574
29
}
11575
11576
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11577
29
{
11578
29
    ImGuiContext& g = *GImGui;
11579
11580
29
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11581
29
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11582
0
    {
11583
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11584
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11585
0
        ImGuiWindow* parent_window = window->ParentWindow;
11586
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11587
0
        ImRect r_avoid;
11588
0
        if (parent_window->DC.MenuBarAppending)
11589
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11590
0
        else
11591
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11592
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11593
0
    }
11594
29
    if (window->Flags & ImGuiWindowFlags_Popup)
11595
0
    {
11596
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11597
0
    }
11598
29
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11599
29
    {
11600
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11601
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11602
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11603
29
        IM_ASSERT(g.CurrentWindow == window);
11604
29
        const float scale = g.Style.MouseCursorScale;
11605
29
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11606
29
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11607
29
        ImRect r_avoid;
11608
29
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11609
2
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11610
27
        else
11611
27
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11612
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11613
29
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11614
29
    }
11615
0
    IM_ASSERT(0);
11616
0
    return window->Pos;
11617
29
}
11618
11619
//-----------------------------------------------------------------------------
11620
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11621
//-----------------------------------------------------------------------------
11622
11623
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11624
// In our terminology those should be interchangeable, yet right now this is super confusing.
11625
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11626
11627
void ImGui::SetNavWindow(ImGuiWindow* window)
11628
22.8k
{
11629
22.8k
    ImGuiContext& g = *GImGui;
11630
22.8k
    if (g.NavWindow != window)
11631
22.8k
    {
11632
22.8k
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11633
22.8k
        g.NavWindow = window;
11634
22.8k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11635
22.8k
    }
11636
22.8k
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11637
22.8k
    NavUpdateAnyRequestFlag();
11638
22.8k
}
11639
11640
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11641
10.3k
{
11642
10.3k
    ImGuiContext& g = *GImGui;
11643
10.3k
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11644
10.3k
}
11645
11646
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11647
1.38k
{
11648
1.38k
    ImGuiContext& g = *GImGui;
11649
1.38k
    IM_ASSERT(g.NavWindow != NULL);
11650
1.38k
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11651
1.38k
    g.NavId = id;
11652
1.38k
    g.NavLayer = nav_layer;
11653
1.38k
    g.NavFocusScopeId = focus_scope_id;
11654
1.38k
    g.NavWindow->NavLastIds[nav_layer] = id;
11655
1.38k
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11656
11657
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11658
1.38k
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11659
1.38k
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11660
1.38k
}
11661
11662
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11663
6
{
11664
6
    ImGuiContext& g = *GImGui;
11665
6
    IM_ASSERT(id != 0);
11666
11667
6
    if (g.NavWindow != window)
11668
6
       SetNavWindow(window);
11669
11670
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11671
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11672
6
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11673
6
    g.NavId = id;
11674
6
    g.NavLayer = nav_layer;
11675
6
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11676
6
    window->NavLastIds[nav_layer] = id;
11677
6
    if (g.LastItemData.ID == id)
11678
6
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11679
11680
6
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11681
0
        g.NavDisableMouseHover = true;
11682
6
    else
11683
6
        g.NavDisableHighlight = true;
11684
11685
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11686
6
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11687
6
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11688
6
}
11689
11690
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11691
757
{
11692
757
    if (ImFabs(dx) > ImFabs(dy))
11693
100
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11694
657
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11695
757
}
11696
11697
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
11698
1.55k
{
11699
1.55k
    if (cand_max < curr_min)
11700
430
        return cand_max - curr_min;
11701
1.12k
    if (curr_max < cand_min)
11702
225
        return cand_min - curr_max;
11703
897
    return 0.0f;
11704
1.12k
}
11705
11706
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11707
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11708
2.24k
{
11709
2.24k
    ImGuiContext& g = *GImGui;
11710
2.24k
    ImGuiWindow* window = g.CurrentWindow;
11711
2.24k
    if (g.NavLayer != window->DC.NavLayerCurrent)
11712
1.46k
        return false;
11713
11714
    // FIXME: Those are not good variables names
11715
776
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11716
776
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11717
776
    g.NavScoringDebugCount++;
11718
11719
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11720
776
    if (window->ParentWindow == g.NavWindow)
11721
0
    {
11722
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11723
0
        if (!window->ClipRect.Overlaps(cand))
11724
0
            return false;
11725
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11726
0
    }
11727
11728
    // Compute distance between boxes
11729
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11730
776
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11731
776
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11732
776
    if (dby != 0.0f && dbx != 0.0f)
11733
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11734
776
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11735
11736
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11737
776
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11738
776
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11739
776
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11740
11741
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11742
776
    ImGuiDir quadrant;
11743
776
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11744
776
    if (dbx != 0.0f || dby != 0.0f)
11745
655
    {
11746
        // For non-overlapping boxes, use distance between boxes
11747
655
        dax = dbx;
11748
655
        day = dby;
11749
655
        dist_axial = dist_box;
11750
655
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11751
655
    }
11752
121
    else if (dcx != 0.0f || dcy != 0.0f)
11753
102
    {
11754
        // For overlapping boxes with different centers, use distance between centers
11755
102
        dax = dcx;
11756
102
        day = dcy;
11757
102
        dist_axial = dist_center;
11758
102
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11759
102
    }
11760
19
    else
11761
19
    {
11762
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11763
19
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11764
19
    }
11765
11766
776
    const ImGuiDir move_dir = g.NavMoveDir;
11767
#if IMGUI_DEBUG_NAV_SCORING
11768
    char buf[200];
11769
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
11770
    {
11771
        if (quadrant == move_dir)
11772
        {
11773
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11774
            ImDrawList* draw_list = GetForegroundDrawList(window);
11775
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
11776
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
11777
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11778
        }
11779
    }
11780
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
11781
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
11782
    if (debug_hovering || debug_tty)
11783
    {
11784
        ImFormatString(buf, IM_ARRAYSIZE(buf),
11785
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
11786
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
11787
        if (debug_hovering)
11788
        {
11789
            ImDrawList* draw_list = GetForegroundDrawList(window);
11790
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
11791
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
11792
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
11793
            draw_list->AddText(cand.Max, ~0U, buf);
11794
        }
11795
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
11796
    }
11797
#endif
11798
11799
    // Is it in the quadrant we're interested in moving to?
11800
776
    bool new_best = false;
11801
776
    if (quadrant == move_dir)
11802
672
    {
11803
        // Does it beat the current best candidate?
11804
672
        if (dist_box < result->DistBox)
11805
672
        {
11806
672
            result->DistBox = dist_box;
11807
672
            result->DistCenter = dist_center;
11808
672
            return true;
11809
672
        }
11810
0
        if (dist_box == result->DistBox)
11811
0
        {
11812
            // Try using distance between center points to break ties
11813
0
            if (dist_center < result->DistCenter)
11814
0
            {
11815
0
                result->DistCenter = dist_center;
11816
0
                new_best = true;
11817
0
            }
11818
0
            else if (dist_center == result->DistCenter)
11819
0
            {
11820
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11821
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11822
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11823
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11824
0
                    new_best = true;
11825
0
            }
11826
0
        }
11827
0
    }
11828
11829
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11830
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11831
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11832
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11833
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11834
104
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11835
104
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11836
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11837
0
            {
11838
0
                result->DistAxial = dist_axial;
11839
0
                new_best = true;
11840
0
            }
11841
11842
104
    return new_best;
11843
776
}
11844
11845
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11846
986
{
11847
986
    ImGuiContext& g = *GImGui;
11848
986
    ImGuiWindow* window = g.CurrentWindow;
11849
986
    result->Window = window;
11850
986
    result->ID = g.LastItemData.ID;
11851
986
    result->FocusScopeId = g.CurrentFocusScopeId;
11852
986
    result->InFlags = g.LastItemData.InFlags;
11853
986
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11854
986
    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
11855
0
    {
11856
0
        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11857
0
        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11858
0
    }
11859
986
}
11860
11861
// True when current work location may be scrolled horizontally when moving left / right.
11862
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
11863
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
11864
524k
{
11865
524k
    ImGuiContext& g = *GImGui;
11866
524k
    ImGuiWindow* window = g.CurrentWindow;
11867
524k
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
11868
524k
}
11869
11870
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11871
// This is called after LastItemData is set, but NextItemData is also still valid.
11872
static void ImGui::NavProcessItem()
11873
7.51k
{
11874
7.51k
    ImGuiContext& g = *GImGui;
11875
7.51k
    ImGuiWindow* window = g.CurrentWindow;
11876
7.51k
    const ImGuiID id = g.LastItemData.ID;
11877
7.51k
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11878
11879
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
11880
7.51k
    if (window->DC.NavIsScrollPushableX == false)
11881
0
    {
11882
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11883
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11884
0
    }
11885
7.51k
    const ImRect nav_bb = g.LastItemData.NavRect;
11886
11887
    // Process Init Request
11888
7.51k
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11889
54
    {
11890
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11891
54
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11892
54
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
11893
54
        {
11894
54
            NavApplyItemToResult(&g.NavInitResult);
11895
54
        }
11896
54
        if (candidate_for_nav_default_focus)
11897
54
        {
11898
54
            g.NavInitRequest = false; // Found a match, clear request
11899
54
            NavUpdateAnyRequestFlag();
11900
54
        }
11901
54
    }
11902
11903
    // Process Move Request (scoring for navigation)
11904
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11905
7.51k
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11906
2.90k
    {
11907
2.90k
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
11908
2.90k
        if (is_tabbing)
11909
576
        {
11910
576
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11911
576
        }
11912
2.32k
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11913
1.88k
        {
11914
1.88k
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11915
1.88k
            if (NavScoreItem(result))
11916
411
                NavApplyItemToResult(result);
11917
11918
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11919
1.88k
            const float VISIBLE_RATIO = 0.70f;
11920
1.88k
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11921
463
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11922
360
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11923
261
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11924
1.88k
        }
11925
2.90k
    }
11926
11927
    // Update information for currently focused/navigated item
11928
7.51k
    if (g.NavId == id)
11929
5.77k
    {
11930
5.77k
        if (g.NavWindow != window)
11931
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11932
5.77k
        g.NavLayer = window->DC.NavLayerCurrent;
11933
5.77k
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11934
5.77k
        g.NavIdIsAlive = true;
11935
5.77k
        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
11936
0
        {
11937
0
            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11938
0
            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11939
0
        }
11940
5.77k
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
11941
5.77k
    }
11942
7.51k
}
11943
11944
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11945
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11946
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11947
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11948
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11949
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11950
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11951
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11952
576
{
11953
576
    ImGuiContext& g = *GImGui;
11954
11955
576
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
11956
576
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
11957
316
            return;
11958
11959
    // - Can always land on an item when using API call.
11960
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
11961
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
11962
260
    bool can_stop;
11963
260
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
11964
0
        can_stop = true;
11965
260
    else
11966
260
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
11967
11968
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11969
260
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11970
260
    if (g.NavTabbingDir == +1)
11971
260
    {
11972
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11973
260
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
11974
260
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11975
260
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
11976
0
            NavMoveRequestResolveWithLastItem(result);
11977
260
        else if (g.NavId == id)
11978
258
            g.NavTabbingCounter = 1;
11979
260
    }
11980
0
    else if (g.NavTabbingDir == -1)
11981
0
    {
11982
        // Tab Backward
11983
0
        if (g.NavId == id)
11984
0
        {
11985
0
            if (result->ID)
11986
0
            {
11987
0
                g.NavMoveScoringItems = false;
11988
0
                NavUpdateAnyRequestFlag();
11989
0
            }
11990
0
        }
11991
0
        else if (can_stop)
11992
0
        {
11993
            // Keep applying until reaching NavId
11994
0
            NavApplyItemToResult(result);
11995
0
        }
11996
0
    }
11997
0
    else if (g.NavTabbingDir == 0)
11998
0
    {
11999
0
        if (can_stop && g.NavId == id)
12000
0
            NavMoveRequestResolveWithLastItem(result);
12001
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
12002
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12003
0
    }
12004
260
}
12005
12006
bool ImGui::NavMoveRequestButNoResultYet()
12007
77.6k
{
12008
77.6k
    ImGuiContext& g = *GImGui;
12009
77.6k
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
12010
77.6k
}
12011
12012
// FIXME: ScoringRect is not set
12013
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12014
8.69k
{
12015
8.69k
    ImGuiContext& g = *GImGui;
12016
8.69k
    IM_ASSERT(g.NavWindow != NULL);
12017
12018
8.69k
    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
12019
2.09k
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
12020
12021
8.69k
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
12022
8.69k
    g.NavMoveDir = move_dir;
12023
8.69k
    g.NavMoveDirForDebug = move_dir;
12024
8.69k
    g.NavMoveClipDir = clip_dir;
12025
8.69k
    g.NavMoveFlags = move_flags;
12026
8.69k
    g.NavMoveScrollFlags = scroll_flags;
12027
8.69k
    g.NavMoveForwardToNextFrame = false;
12028
8.69k
    g.NavMoveKeyMods = g.IO.KeyMods;
12029
8.69k
    g.NavMoveResultLocal.Clear();
12030
8.69k
    g.NavMoveResultLocalVisible.Clear();
12031
8.69k
    g.NavMoveResultOther.Clear();
12032
8.69k
    g.NavTabbingCounter = 0;
12033
8.69k
    g.NavTabbingResultFirst.Clear();
12034
8.69k
    NavUpdateAnyRequestFlag();
12035
8.69k
}
12036
12037
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
12038
0
{
12039
0
    ImGuiContext& g = *GImGui;
12040
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
12041
0
    NavApplyItemToResult(result);
12042
0
    NavUpdateAnyRequestFlag();
12043
0
}
12044
12045
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
12046
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
12047
0
{
12048
0
    ImGuiContext& g = *GImGui;
12049
0
    g.NavMoveScoringItems = false;
12050
0
    g.LastItemData.ID = tree_node_data->ID;
12051
0
    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
12052
0
    g.LastItemData.NavRect = tree_node_data->NavRect;
12053
0
    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
12054
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12055
0
    NavUpdateAnyRequestFlag();
12056
0
}
12057
12058
void ImGui::NavMoveRequestCancel()
12059
426
{
12060
426
    ImGuiContext& g = *GImGui;
12061
426
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12062
426
    NavUpdateAnyRequestFlag();
12063
426
}
12064
12065
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
12066
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12067
0
{
12068
0
    ImGuiContext& g = *GImGui;
12069
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
12070
0
    NavMoveRequestCancel();
12071
0
    g.NavMoveForwardToNextFrame = true;
12072
0
    g.NavMoveDir = move_dir;
12073
0
    g.NavMoveClipDir = clip_dir;
12074
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
12075
0
    g.NavMoveScrollFlags = scroll_flags;
12076
0
}
12077
12078
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
12079
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
12080
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
12081
0
{
12082
0
    ImGuiContext& g = *GImGui;
12083
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
12084
12085
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
12086
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
12087
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
12088
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
12089
0
}
12090
12091
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
12092
// This way we could find the last focused window among our children. It would be much less confusing this way?
12093
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
12094
66.9k
{
12095
66.9k
    ImGuiWindow* parent = nav_window;
12096
124k
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12097
57.3k
        parent = parent->ParentWindow;
12098
66.9k
    if (parent && parent != nav_window)
12099
57.3k
        parent->NavLastChildNavWindow = nav_window;
12100
66.9k
}
12101
12102
// Restore the last focused child.
12103
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
12104
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
12105
1
{
12106
1
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
12107
0
        return window->NavLastChildNavWindow;
12108
1
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
12109
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
12110
0
            return tab->Window;
12111
1
    return window;
12112
1
}
12113
12114
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
12115
0
{
12116
0
    ImGuiContext& g = *GImGui;
12117
0
    if (layer == ImGuiNavLayer_Main)
12118
0
    {
12119
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
12120
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
12121
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12122
0
        if (prev_nav_window)
12123
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
12124
0
    }
12125
0
    ImGuiWindow* window = g.NavWindow;
12126
0
    if (window->NavLastIds[layer] != 0)
12127
0
    {
12128
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
12129
0
    }
12130
0
    else
12131
0
    {
12132
0
        g.NavLayer = layer;
12133
0
        NavInitWindow(window, true);
12134
0
    }
12135
0
}
12136
12137
void ImGui::NavRestoreHighlightAfterMove()
12138
2.23k
{
12139
2.23k
    ImGuiContext& g = *GImGui;
12140
2.23k
    g.NavDisableHighlight = false;
12141
2.23k
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
12142
2.23k
}
12143
12144
static inline void ImGui::NavUpdateAnyRequestFlag()
12145
136k
{
12146
136k
    ImGuiContext& g = *GImGui;
12147
136k
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
12148
136k
    if (g.NavAnyRequest)
12149
136k
        IM_ASSERT(g.NavWindow != NULL);
12150
136k
}
12151
12152
// This needs to be called before we submit any widget (aka in or before Begin)
12153
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
12154
11
{
12155
    // FIXME: ChildWindow test here is wrong for docking
12156
11
    ImGuiContext& g = *GImGui;
12157
11
    IM_ASSERT(window == g.NavWindow);
12158
12159
11
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
12160
0
    {
12161
0
        g.NavId = 0;
12162
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12163
0
        return;
12164
0
    }
12165
12166
11
    bool init_for_nav = false;
12167
11
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
12168
11
        init_for_nav = true;
12169
11
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
12170
11
    if (init_for_nav)
12171
11
    {
12172
11
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
12173
11
        g.NavInitRequest = true;
12174
11
        g.NavInitRequestFromMove = false;
12175
11
        g.NavInitResult.ID = 0;
12176
11
        NavUpdateAnyRequestFlag();
12177
11
    }
12178
0
    else
12179
0
    {
12180
0
        g.NavId = window->NavLastIds[0];
12181
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12182
0
    }
12183
11
}
12184
12185
static ImVec2 ImGui::NavCalcPreferredRefPos()
12186
29
{
12187
29
    ImGuiContext& g = *GImGui;
12188
29
    ImGuiWindow* window = g.NavWindow;
12189
29
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
12190
28
    {
12191
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
12192
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
12193
        // In theory we could move that +1.0f offset in OpenPopupEx()
12194
28
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
12195
28
        return ImVec2(p.x + 1.0f, p.y);
12196
28
    }
12197
1
    else
12198
1
    {
12199
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
12200
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
12201
1
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
12202
1
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
12203
0
        {
12204
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
12205
0
            rect_rel.Translate(window->Scroll - next_scroll);
12206
0
        }
12207
1
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
12208
1
        ImGuiViewport* viewport = window->Viewport;
12209
1
        return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
12210
1
    }
12211
29
}
12212
12213
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
12214
0
{
12215
0
    ImGuiContext& g = *GImGui;
12216
0
    float repeat_delay, repeat_rate;
12217
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
12218
12219
0
    ImGuiKey key_less, key_more;
12220
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
12221
0
    {
12222
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
12223
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
12224
0
    }
12225
0
    else
12226
0
    {
12227
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
12228
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
12229
0
    }
12230
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
12231
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
12232
0
        amount = 0.0f;
12233
0
    return amount;
12234
0
}
12235
12236
static void ImGui::NavUpdate()
12237
104k
{
12238
104k
    ImGuiContext& g = *GImGui;
12239
104k
    ImGuiIO& io = g.IO;
12240
12241
104k
    io.WantSetMousePos = false;
12242
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
12243
12244
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12245
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12246
104k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12247
104k
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12248
104k
    if (nav_gamepad_active)
12249
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12250
0
            if (IsKeyDown(key))
12251
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12252
104k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12253
104k
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12254
104k
    if (nav_keyboard_active)
12255
104k
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12256
734k
            if (IsKeyDown(key))
12257
40.6k
                g.NavInputSource = ImGuiInputSource_Keyboard;
12258
12259
    // Process navigation init request (select first/default focus)
12260
104k
    g.NavJustMovedToId = 0;
12261
104k
    if (g.NavInitResult.ID != 0)
12262
54
        NavInitRequestApplyResult();
12263
104k
    g.NavInitRequest = false;
12264
104k
    g.NavInitRequestFromMove = false;
12265
104k
    g.NavInitResult.ID = 0;
12266
12267
    // Process navigation move request
12268
104k
    if (g.NavMoveSubmitted)
12269
8.19k
        NavMoveRequestApplyResult();
12270
104k
    g.NavTabbingCounter = 0;
12271
104k
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12272
12273
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12274
104k
    bool set_mouse_pos = false;
12275
104k
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12276
1.53k
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12277
1.35k
            set_mouse_pos = true;
12278
104k
    g.NavMousePosDirty = false;
12279
104k
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12280
12281
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12282
104k
    if (g.NavWindow)
12283
66.9k
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12284
104k
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12285
827
        g.NavWindow->NavLastChildNavWindow = NULL;
12286
12287
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12288
104k
    NavUpdateWindowing();
12289
12290
    // Set output flags for user application
12291
104k
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12292
104k
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12293
12294
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12295
104k
    NavUpdateCancelRequest();
12296
12297
    // Process manual activation request
12298
104k
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12299
104k
    g.NavActivateFlags = ImGuiActivateFlags_None;
12300
104k
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12301
8.95k
    {
12302
8.95k
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
12303
8.95k
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
12304
8.95k
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
12305
8.95k
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
12306
8.95k
        if (g.ActiveId == 0 && activate_pressed)
12307
7
        {
12308
7
            g.NavActivateId = g.NavId;
12309
7
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12310
7
        }
12311
8.95k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12312
7
        {
12313
7
            g.NavActivateId = g.NavId;
12314
7
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12315
7
        }
12316
8.95k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12317
527
            g.NavActivateDownId = g.NavId;
12318
8.95k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12319
14
            g.NavActivatePressedId = g.NavId;
12320
8.95k
    }
12321
104k
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12322
0
        g.NavDisableHighlight = true;
12323
104k
    if (g.NavActivateId != 0)
12324
104k
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12325
12326
    // Process programmatic activation request
12327
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12328
104k
    if (g.NavNextActivateId != 0)
12329
0
    {
12330
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12331
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12332
0
    }
12333
104k
    g.NavNextActivateId = 0;
12334
12335
    // Process move requests
12336
104k
    NavUpdateCreateMoveRequest();
12337
104k
    if (g.NavMoveDir == ImGuiDir_None)
12338
98.3k
        NavUpdateCreateTabbingRequest();
12339
104k
    NavUpdateAnyRequestFlag();
12340
104k
    g.NavIdIsAlive = false;
12341
12342
    // Scrolling
12343
104k
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12344
66.9k
    {
12345
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12346
66.9k
        ImGuiWindow* window = g.NavWindow;
12347
66.9k
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12348
66.9k
        const ImGuiDir move_dir = g.NavMoveDir;
12349
66.9k
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12350
3.59k
        {
12351
3.59k
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12352
2.66k
                SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12353
3.59k
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12354
928
                SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12355
3.59k
        }
12356
12357
        // *Normal* Manual scroll with LStick
12358
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12359
66.9k
        if (nav_gamepad_active)
12360
0
        {
12361
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12362
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12363
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12364
0
                SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12365
0
            if (scroll_dir.y != 0.0f)
12366
0
                SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12367
0
        }
12368
66.9k
    }
12369
12370
    // Always prioritize mouse highlight if navigation is disabled
12371
104k
    if (!nav_keyboard_active && !nav_gamepad_active)
12372
0
    {
12373
0
        g.NavDisableHighlight = true;
12374
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12375
0
    }
12376
12377
    // Update mouse position if requested
12378
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12379
104k
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12380
0
        TeleportMousePos(NavCalcPreferredRefPos());
12381
12382
    // [DEBUG]
12383
104k
    g.NavScoringDebugCount = 0;
12384
#if IMGUI_DEBUG_NAV_RECTS
12385
    if (ImGuiWindow* debug_window = g.NavWindow)
12386
    {
12387
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12388
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12389
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12390
    }
12391
#endif
12392
104k
}
12393
12394
void ImGui::NavInitRequestApplyResult()
12395
54
{
12396
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12397
54
    ImGuiContext& g = *GImGui;
12398
54
    if (!g.NavWindow)
12399
32
        return;
12400
12401
22
    ImGuiNavItemData* result = &g.NavInitResult;
12402
22
    if (g.NavId != result->ID)
12403
22
    {
12404
22
        g.NavJustMovedToId = result->ID;
12405
22
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12406
22
        g.NavJustMovedToKeyMods = 0;
12407
22
    }
12408
12409
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12410
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12411
22
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12412
22
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12413
22
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12414
22
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12415
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12416
22
    if (g.NavInitRequestFromMove)
12417
22
        NavRestoreHighlightAfterMove();
12418
22
}
12419
12420
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12421
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12422
6.59k
{
12423
    // Bias initial rect
12424
6.59k
    ImGuiContext& g = *GImGui;
12425
6.59k
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12426
12427
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12428
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12429
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12430
6.59k
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12431
6.59k
    {
12432
6.59k
        if (preferred_pos_rel.x == FLT_MAX)
12433
4.54k
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12434
6.59k
        if (preferred_pos_rel.y == FLT_MAX)
12435
2.34k
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12436
6.59k
    }
12437
12438
    // Apply general bias on the other axis
12439
6.59k
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12440
2.42k
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12441
4.17k
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12442
4.17k
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12443
6.59k
}
12444
12445
void ImGui::NavUpdateCreateMoveRequest()
12446
104k
{
12447
104k
    ImGuiContext& g = *GImGui;
12448
104k
    ImGuiIO& io = g.IO;
12449
104k
    ImGuiWindow* window = g.NavWindow;
12450
104k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12451
104k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12452
12453
104k
    if (g.NavMoveForwardToNextFrame && window != NULL)
12454
0
    {
12455
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12456
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12457
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12458
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12459
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12460
0
    }
12461
104k
    else
12462
104k
    {
12463
        // Initiate directional inputs request
12464
104k
        g.NavMoveDir = ImGuiDir_None;
12465
104k
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12466
104k
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12467
104k
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12468
66.9k
        {
12469
66.9k
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
12470
66.9k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12471
66.9k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12472
66.9k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12473
66.9k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12474
66.9k
        }
12475
104k
        g.NavMoveClipDir = g.NavMoveDir;
12476
104k
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12477
104k
    }
12478
12479
    // Update PageUp/PageDown/Home/End scroll
12480
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12481
104k
    float scoring_rect_offset_y = 0.0f;
12482
104k
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12483
61.2k
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12484
104k
    if (scoring_rect_offset_y != 0.0f)
12485
684
    {
12486
684
        g.NavScoringNoClipRect = window->InnerRect;
12487
684
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12488
684
    }
12489
12490
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12491
#if IMGUI_DEBUG_NAV_SCORING
12492
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12493
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12494
    if (io.KeyCtrl)
12495
    {
12496
        if (g.NavMoveDir == ImGuiDir_None)
12497
            g.NavMoveDir = g.NavMoveDirForDebug;
12498
        g.NavMoveClipDir = g.NavMoveDir;
12499
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12500
    }
12501
#endif
12502
12503
    // Submit
12504
104k
    g.NavMoveForwardToNextFrame = false;
12505
104k
    if (g.NavMoveDir != ImGuiDir_None)
12506
6.59k
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12507
12508
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12509
104k
    if (g.NavMoveSubmitted && g.NavId == 0)
12510
5.28k
    {
12511
5.28k
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12512
5.28k
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12513
5.28k
        g.NavInitResult.ID = 0;
12514
5.28k
        g.NavDisableHighlight = false;
12515
5.28k
    }
12516
12517
    // When using gamepad, we project the reference nav bounding box into window visible area.
12518
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12519
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12520
104k
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12521
0
    {
12522
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12523
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12524
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12525
12526
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12527
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12528
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12529
12530
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12531
0
        {
12532
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12533
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12534
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12535
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12536
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12537
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12538
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12539
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12540
0
            g.NavId = 0;
12541
0
        }
12542
0
    }
12543
12544
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12545
104k
    ImRect scoring_rect;
12546
104k
    if (window != NULL)
12547
66.9k
    {
12548
66.9k
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12549
66.9k
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12550
66.9k
        scoring_rect.TranslateY(scoring_rect_offset_y);
12551
66.9k
        if (g.NavMoveSubmitted)
12552
6.59k
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12553
66.9k
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12554
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12555
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12556
66.9k
    }
12557
104k
    g.NavScoringRect = scoring_rect;
12558
104k
    g.NavScoringNoClipRect.Add(scoring_rect);
12559
104k
}
12560
12561
void ImGui::NavUpdateCreateTabbingRequest()
12562
98.3k
{
12563
98.3k
    ImGuiContext& g = *GImGui;
12564
98.3k
    ImGuiWindow* window = g.NavWindow;
12565
98.3k
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12566
98.3k
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12567
37.9k
        return;
12568
12569
60.3k
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12570
60.3k
    if (!tab_pressed)
12571
58.2k
        return;
12572
12573
    // Initiate tabbing request
12574
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12575
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12576
2.09k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12577
2.09k
    if (nav_keyboard_active)
12578
2.09k
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12579
0
    else
12580
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12581
2.09k
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
12582
2.09k
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12583
2.09k
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12584
2.09k
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12585
2.09k
    g.NavTabbingCounter = -1;
12586
2.09k
}
12587
12588
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12589
void ImGui::NavMoveRequestApplyResult()
12590
8.19k
{
12591
8.19k
    ImGuiContext& g = *GImGui;
12592
#if IMGUI_DEBUG_NAV_SCORING
12593
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12594
        return;
12595
#endif
12596
12597
    // Select which result to use
12598
8.19k
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12599
12600
    // Tabbing forward wrap
12601
8.19k
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
12602
1.98k
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12603
242
            result = &g.NavTabbingResultFirst;
12604
12605
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12606
8.19k
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12607
8.19k
    if (result == NULL)
12608
7.59k
    {
12609
7.59k
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12610
1.74k
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12611
7.59k
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12612
865
            NavRestoreHighlightAfterMove();
12613
7.59k
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12614
7.59k
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12615
7.59k
        return;
12616
7.59k
    }
12617
12618
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12619
604
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12620
246
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12621
0
            result = &g.NavMoveResultLocalVisible;
12622
12623
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12624
604
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12625
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12626
0
            result = &g.NavMoveResultOther;
12627
604
    IM_ASSERT(g.NavWindow && result->Window);
12628
12629
    // Scroll to keep newly navigated item fully into view.
12630
604
    if (g.NavLayer == ImGuiNavLayer_Main)
12631
604
    {
12632
604
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12633
604
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12634
12635
604
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12636
114
        {
12637
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12638
114
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12639
114
            SetScrollY(result->Window, scroll_target);
12640
114
        }
12641
604
    }
12642
12643
604
    if (g.NavWindow != result->Window)
12644
0
    {
12645
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12646
0
        g.NavWindow = result->Window;
12647
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12648
0
    }
12649
604
    if (g.ActiveId != result->ID)
12650
604
        ClearActiveID();
12651
12652
    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12653
    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
12654
604
    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12655
246
    {
12656
246
        g.NavJustMovedToId = result->ID;
12657
246
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12658
246
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12659
246
    }
12660
12661
    // Apply new NavID/Focus
12662
604
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12663
604
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12664
604
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12665
604
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12666
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12667
12668
    // Restore last preferred position for current axis
12669
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12670
604
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
12671
362
    {
12672
362
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12673
362
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12674
362
    }
12675
12676
    // Tabbing: Activates Inputable, otherwise only Focus
12677
604
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
12678
242
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
12679
12680
    // Activate
12681
604
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12682
0
    {
12683
0
        g.NavNextActivateId = result->ID;
12684
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12685
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12686
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12687
0
    }
12688
12689
    // Enable nav highlight
12690
604
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12691
604
        NavRestoreHighlightAfterMove();
12692
604
}
12693
12694
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12695
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12696
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12697
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12698
static void ImGui::NavUpdateCancelRequest()
12699
104k
{
12700
104k
    ImGuiContext& g = *GImGui;
12701
104k
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12702
104k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12703
104k
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12704
103k
        return;
12705
12706
1.21k
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12707
1.21k
    if (g.ActiveId != 0)
12708
0
    {
12709
0
        ClearActiveID();
12710
0
    }
12711
1.21k
    else if (g.NavLayer != ImGuiNavLayer_Main)
12712
0
    {
12713
        // Leave the "menu" layer
12714
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12715
0
        NavRestoreHighlightAfterMove();
12716
0
    }
12717
1.21k
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12718
743
    {
12719
        // Exit child window
12720
743
        ImGuiWindow* child_window = g.NavWindow;
12721
743
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12722
743
        IM_ASSERT(child_window->ChildId != 0);
12723
743
        ImRect child_rect = child_window->Rect();
12724
743
        FocusWindow(parent_window);
12725
743
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12726
743
        NavRestoreHighlightAfterMove();
12727
743
    }
12728
474
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12729
0
    {
12730
        // Close open popup/menu
12731
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12732
0
    }
12733
474
    else
12734
474
    {
12735
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12736
474
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12737
216
            g.NavWindow->NavLastIds[0] = 0;
12738
474
        g.NavId = 0;
12739
474
    }
12740
1.21k
}
12741
12742
// Handle PageUp/PageDown/Home/End keys
12743
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12744
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12745
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12746
static float ImGui::NavUpdatePageUpPageDown()
12747
61.2k
{
12748
61.2k
    ImGuiContext& g = *GImGui;
12749
61.2k
    ImGuiWindow* window = g.NavWindow;
12750
61.2k
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12751
0
        return 0.0f;
12752
12753
61.2k
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12754
61.2k
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12755
61.2k
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12756
61.2k
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12757
61.2k
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12758
51.5k
        return 0.0f;
12759
12760
9.64k
    if (g.NavLayer != ImGuiNavLayer_Main)
12761
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12762
12763
9.64k
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
12764
6.59k
    {
12765
        // Fallback manual-scroll when window has no navigable item
12766
6.59k
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12767
385
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12768
6.20k
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12769
757
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12770
5.44k
        else if (home_pressed)
12771
189
            SetScrollY(window, 0.0f);
12772
5.26k
        else if (end_pressed)
12773
29
            SetScrollY(window, window->ScrollMax.y);
12774
6.59k
    }
12775
3.05k
    else
12776
3.05k
    {
12777
3.05k
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12778
3.05k
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12779
3.05k
        float nav_scoring_rect_offset_y = 0.0f;
12780
3.05k
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12781
98
        {
12782
98
            nav_scoring_rect_offset_y = -page_offset_y;
12783
98
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12784
98
            g.NavMoveClipDir = ImGuiDir_Up;
12785
98
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12786
98
        }
12787
2.95k
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12788
586
        {
12789
586
            nav_scoring_rect_offset_y = +page_offset_y;
12790
586
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12791
586
            g.NavMoveClipDir = ImGuiDir_Down;
12792
586
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12793
586
        }
12794
2.37k
        else if (home_pressed)
12795
173
        {
12796
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12797
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12798
            // Preserve current horizontal position if we have any.
12799
173
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12800
173
            if (nav_rect_rel.IsInverted())
12801
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12802
173
            g.NavMoveDir = ImGuiDir_Down;
12803
173
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12804
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12805
173
        }
12806
2.19k
        else if (end_pressed)
12807
12
        {
12808
12
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12809
12
            if (nav_rect_rel.IsInverted())
12810
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12811
12
            g.NavMoveDir = ImGuiDir_Up;
12812
12
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12813
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12814
12
        }
12815
3.05k
        return nav_scoring_rect_offset_y;
12816
3.05k
    }
12817
6.59k
    return 0.0f;
12818
9.64k
}
12819
12820
static void ImGui::NavEndFrame()
12821
104k
{
12822
104k
    ImGuiContext& g = *GImGui;
12823
12824
    // Show CTRL+TAB list window
12825
104k
    if (g.NavWindowingTarget != NULL)
12826
0
        NavUpdateWindowingOverlay();
12827
12828
    // Perform wrap-around in menus
12829
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12830
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12831
104k
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12832
0
        NavUpdateCreateWrappingRequest();
12833
104k
}
12834
12835
static void ImGui::NavUpdateCreateWrappingRequest()
12836
0
{
12837
0
    ImGuiContext& g = *GImGui;
12838
0
    ImGuiWindow* window = g.NavWindow;
12839
12840
0
    bool do_forward = false;
12841
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12842
0
    ImGuiDir clip_dir = g.NavMoveDir;
12843
12844
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12845
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12846
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12847
0
    {
12848
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12849
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12850
0
        {
12851
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12852
0
            clip_dir = ImGuiDir_Up;
12853
0
        }
12854
0
        do_forward = true;
12855
0
    }
12856
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12857
0
    {
12858
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12859
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12860
0
        {
12861
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12862
0
            clip_dir = ImGuiDir_Down;
12863
0
        }
12864
0
        do_forward = true;
12865
0
    }
12866
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12867
0
    {
12868
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12869
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12870
0
        {
12871
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12872
0
            clip_dir = ImGuiDir_Left;
12873
0
        }
12874
0
        do_forward = true;
12875
0
    }
12876
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12877
0
    {
12878
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12879
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12880
0
        {
12881
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12882
0
            clip_dir = ImGuiDir_Right;
12883
0
        }
12884
0
        do_forward = true;
12885
0
    }
12886
0
    if (!do_forward)
12887
0
        return;
12888
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12889
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12890
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12891
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12892
0
}
12893
12894
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12895
0
{
12896
0
    ImGuiContext& g = *GImGui;
12897
0
    IM_UNUSED(g);
12898
0
    int order = window->FocusOrder;
12899
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12900
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12901
0
    return order;
12902
0
}
12903
12904
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12905
0
{
12906
0
    ImGuiContext& g = *GImGui;
12907
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12908
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12909
0
            return g.WindowsFocusOrder[i];
12910
0
    return NULL;
12911
0
}
12912
12913
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12914
0
{
12915
0
    ImGuiContext& g = *GImGui;
12916
0
    IM_ASSERT(g.NavWindowingTarget);
12917
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12918
0
        return;
12919
12920
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12921
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12922
0
    if (!window_target)
12923
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12924
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12925
0
    {
12926
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12927
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12928
0
    }
12929
0
    g.NavWindowingToggleLayer = false;
12930
0
}
12931
12932
// Windowing management mode
12933
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12934
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12935
static void ImGui::NavUpdateWindowing()
12936
104k
{
12937
104k
    ImGuiContext& g = *GImGui;
12938
104k
    ImGuiIO& io = g.IO;
12939
12940
104k
    ImGuiWindow* apply_focus_window = NULL;
12941
104k
    bool apply_toggle_layer = false;
12942
12943
104k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12944
104k
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
12945
104k
    if (!allow_windowing)
12946
0
        g.NavWindowingTarget = NULL;
12947
12948
    // Fade out
12949
104k
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12950
0
    {
12951
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12952
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12953
0
            g.NavWindowingTargetAnim = NULL;
12954
0
    }
12955
12956
    // Start CTRL+Tab or Square+L/R window selection
12957
104k
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
12958
104k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12959
104k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12960
104k
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12961
104k
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12962
104k
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12963
104k
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12964
104k
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12965
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12966
0
        {
12967
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12968
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12969
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12970
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12971
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12972
12973
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
12974
0
            if (keyboard_next_window || keyboard_prev_window)
12975
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
12976
0
        }
12977
12978
    // Gamepad update
12979
104k
    g.NavWindowingTimer += io.DeltaTime;
12980
104k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12981
0
    {
12982
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12983
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
12984
12985
        // Select window to focus
12986
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
12987
0
        if (focus_change_dir != 0)
12988
0
        {
12989
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
12990
0
            g.NavWindowingHighlightAlpha = 1.0f;
12991
0
        }
12992
12993
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
12994
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
12995
0
        {
12996
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
12997
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
12998
0
                apply_toggle_layer = true;
12999
0
            else if (!g.NavWindowingToggleLayer)
13000
0
                apply_focus_window = g.NavWindowingTarget;
13001
0
            g.NavWindowingTarget = NULL;
13002
0
        }
13003
0
    }
13004
13005
    // Keyboard: Focus
13006
104k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
13007
0
    {
13008
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
13009
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
13010
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
13011
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
13012
0
        if (keyboard_next_window || keyboard_prev_window)
13013
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
13014
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
13015
0
            apply_focus_window = g.NavWindowingTarget;
13016
0
    }
13017
13018
    // Keyboard: Press and Release ALT to toggle menu layer
13019
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
13020
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
13021
104k
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
13022
0
    {
13023
0
        g.NavWindowingToggleLayer = true;
13024
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
13025
0
    }
13026
104k
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
13027
0
    {
13028
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
13029
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
13030
        // We cancel toggling nav layer if an owner has claimed the key.
13031
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
13032
0
            g.NavWindowingToggleLayer = false;
13033
13034
        // Apply layer toggle on release
13035
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
13036
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
13037
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
13038
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
13039
0
                    apply_toggle_layer = true;
13040
0
        if (!IsKeyDown(ImGuiMod_Alt))
13041
0
            g.NavWindowingToggleLayer = false;
13042
0
    }
13043
13044
    // Move window
13045
104k
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
13046
0
    {
13047
0
        ImVec2 nav_move_dir;
13048
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
13049
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
13050
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
13051
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
13052
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
13053
0
        {
13054
0
            const float NAV_MOVE_SPEED = 800.0f;
13055
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
13056
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
13057
0
            g.NavDisableMouseHover = true;
13058
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
13059
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
13060
0
            {
13061
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
13062
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
13063
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
13064
0
            }
13065
0
        }
13066
0
    }
13067
13068
    // Apply final focus
13069
104k
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
13070
0
    {
13071
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
13072
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
13073
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
13074
0
        ClearActiveID();
13075
0
        NavRestoreHighlightAfterMove();
13076
0
        ClosePopupsOverWindow(apply_focus_window, false);
13077
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
13078
0
        apply_focus_window = g.NavWindow;
13079
0
        if (apply_focus_window->NavLastIds[0] == 0)
13080
0
            NavInitWindow(apply_focus_window, false);
13081
13082
        // If the window has ONLY a menu layer (no main layer), select it directly
13083
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
13084
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
13085
        // the target window as already been previewed once.
13086
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
13087
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
13088
        // won't be valid.
13089
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
13090
0
            g.NavLayer = ImGuiNavLayer_Menu;
13091
13092
        // Request OS level focus
13093
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
13094
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
13095
0
    }
13096
104k
    if (apply_focus_window)
13097
0
        g.NavWindowingTarget = NULL;
13098
13099
    // Apply menu/layer toggle
13100
104k
    if (apply_toggle_layer && g.NavWindow)
13101
0
    {
13102
0
        ClearActiveID();
13103
13104
        // Move to parent menu if necessary
13105
0
        ImGuiWindow* new_nav_window = g.NavWindow;
13106
0
        while (new_nav_window->ParentWindow
13107
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
13108
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
13109
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
13110
0
            new_nav_window = new_nav_window->ParentWindow;
13111
0
        if (new_nav_window != g.NavWindow)
13112
0
        {
13113
0
            ImGuiWindow* old_nav_window = g.NavWindow;
13114
0
            FocusWindow(new_nav_window);
13115
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
13116
0
        }
13117
13118
        // Toggle layer
13119
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
13120
0
        if (new_nav_layer != g.NavLayer)
13121
0
        {
13122
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
13123
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
13124
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
13125
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
13126
0
            NavRestoreLayer(new_nav_layer);
13127
0
            NavRestoreHighlightAfterMove();
13128
0
        }
13129
0
    }
13130
104k
}
13131
13132
// Window has already passed the IsWindowNavFocusable()
13133
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
13134
0
{
13135
0
    if (window->Flags & ImGuiWindowFlags_Popup)
13136
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
13137
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
13138
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
13139
0
    if (window->DockNodeAsHost)
13140
0
        return "(Dock node)"; // Not normally shown to user.
13141
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
13142
0
}
13143
13144
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
13145
void ImGui::NavUpdateWindowingOverlay()
13146
0
{
13147
0
    ImGuiContext& g = *GImGui;
13148
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
13149
13150
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
13151
0
        return;
13152
13153
0
    if (g.NavWindowingListWindow == NULL)
13154
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
13155
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
13156
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
13157
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
13158
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
13159
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
13160
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
13161
0
    {
13162
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
13163
0
        IM_ASSERT(window != NULL); // Fix static analyzers
13164
0
        if (!IsWindowNavFocusable(window))
13165
0
            continue;
13166
0
        const char* label = window->Name;
13167
0
        if (label == FindRenderedTextEnd(label))
13168
0
            label = GetFallbackWindowNameForWindowingList(window);
13169
0
        Selectable(label, g.NavWindowingTarget == window);
13170
0
    }
13171
0
    End();
13172
0
    PopStyleVar();
13173
0
}
13174
13175
13176
//-----------------------------------------------------------------------------
13177
// [SECTION] DRAG AND DROP
13178
//-----------------------------------------------------------------------------
13179
13180
bool ImGui::IsDragDropActive()
13181
0
{
13182
0
    ImGuiContext& g = *GImGui;
13183
0
    return g.DragDropActive;
13184
0
}
13185
13186
void ImGui::ClearDragDrop()
13187
6
{
13188
6
    ImGuiContext& g = *GImGui;
13189
6
    g.DragDropActive = false;
13190
6
    g.DragDropPayload.Clear();
13191
6
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
13192
6
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
13193
6
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
13194
6
    g.DragDropAcceptFrameCount = -1;
13195
13196
6
    g.DragDropPayloadBufHeap.clear();
13197
6
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13198
6
}
13199
13200
bool ImGui::BeginTooltipHidden()
13201
0
{
13202
0
    ImGuiContext& g = *GImGui;
13203
0
    bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
13204
0
    SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
13205
0
    return ret;
13206
0
}
13207
13208
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
13209
// If the item has an identifier:
13210
// - This assume/require the item to be activated (typically via ButtonBehavior).
13211
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
13212
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
13213
// If the item has no identifier:
13214
// - Currently always assume left mouse button.
13215
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
13216
163
{
13217
163
    ImGuiContext& g = *GImGui;
13218
163
    ImGuiWindow* window = g.CurrentWindow;
13219
13220
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
13221
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
13222
163
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
13223
13224
163
    bool source_drag_active = false;
13225
163
    ImGuiID source_id = 0;
13226
163
    ImGuiID source_parent_id = 0;
13227
163
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
13228
163
    {
13229
163
        source_id = g.LastItemData.ID;
13230
163
        if (source_id != 0)
13231
163
        {
13232
            // Common path: items with ID
13233
163
            if (g.ActiveId != source_id)
13234
0
                return false;
13235
163
            if (g.ActiveIdMouseButton != -1)
13236
0
                mouse_button = g.ActiveIdMouseButton;
13237
163
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13238
0
                return false;
13239
163
            g.ActiveIdAllowOverlap = false;
13240
163
        }
13241
0
        else
13242
0
        {
13243
            // Uncommon path: items without ID
13244
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13245
0
                return false;
13246
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
13247
0
                return false;
13248
13249
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
13250
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
13251
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
13252
0
            {
13253
0
                IM_ASSERT(0);
13254
0
                return false;
13255
0
            }
13256
13257
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13258
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13259
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13260
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13261
            // Rely on keeping other window->LastItemXXX fields intact.
13262
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13263
0
            KeepAliveID(source_id);
13264
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
13265
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13266
0
            {
13267
0
                SetActiveID(source_id, window);
13268
0
                FocusWindow(window);
13269
0
            }
13270
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13271
0
                g.ActiveIdAllowOverlap = is_hovered;
13272
0
        }
13273
163
        if (g.ActiveId != source_id)
13274
0
            return false;
13275
163
        source_parent_id = window->IDStack.back();
13276
163
        source_drag_active = IsMouseDragging(mouse_button);
13277
13278
        // Disable navigation and key inputs while dragging + cancel existing request if any
13279
163
        SetActiveIdUsingAllKeyboardKeys();
13280
163
    }
13281
0
    else
13282
0
    {
13283
0
        window = NULL;
13284
0
        source_id = ImHashStr("#SourceExtern");
13285
0
        source_drag_active = true;
13286
0
    }
13287
13288
163
    if (source_drag_active)
13289
44
    {
13290
44
        if (!g.DragDropActive)
13291
3
        {
13292
3
            IM_ASSERT(source_id != 0);
13293
3
            ClearDragDrop();
13294
3
            ImGuiPayload& payload = g.DragDropPayload;
13295
3
            payload.SourceId = source_id;
13296
3
            payload.SourceParentId = source_parent_id;
13297
3
            g.DragDropActive = true;
13298
3
            g.DragDropSourceFlags = flags;
13299
3
            g.DragDropMouseButton = mouse_button;
13300
3
            if (payload.SourceId == g.ActiveId)
13301
3
                g.ActiveIdNoClearOnFocusLoss = true;
13302
3
        }
13303
44
        g.DragDropSourceFrameCount = g.FrameCount;
13304
44
        g.DragDropWithinSource = true;
13305
13306
44
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13307
0
        {
13308
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13309
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13310
0
            bool ret;
13311
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13312
0
                ret = BeginTooltipHidden();
13313
0
            else
13314
0
                ret = BeginTooltip();
13315
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13316
0
            IM_UNUSED(ret);
13317
0
        }
13318
13319
44
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13320
44
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13321
13322
44
        return true;
13323
44
    }
13324
119
    return false;
13325
163
}
13326
13327
void ImGui::EndDragDropSource()
13328
44
{
13329
44
    ImGuiContext& g = *GImGui;
13330
44
    IM_ASSERT(g.DragDropActive);
13331
44
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13332
13333
44
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13334
0
        EndTooltip();
13335
13336
    // Discard the drag if have not called SetDragDropPayload()
13337
44
    if (g.DragDropPayload.DataFrameCount == -1)
13338
0
        ClearDragDrop();
13339
44
    g.DragDropWithinSource = false;
13340
44
}
13341
13342
// Use 'cond' to choose to submit payload on drag start or every frame
13343
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13344
44
{
13345
44
    ImGuiContext& g = *GImGui;
13346
44
    ImGuiPayload& payload = g.DragDropPayload;
13347
44
    if (cond == 0)
13348
44
        cond = ImGuiCond_Always;
13349
13350
44
    IM_ASSERT(type != NULL);
13351
44
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13352
44
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13353
44
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13354
44
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13355
13356
44
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13357
44
    {
13358
        // Copy payload
13359
44
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13360
44
        g.DragDropPayloadBufHeap.resize(0);
13361
44
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13362
0
        {
13363
            // Store in heap
13364
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13365
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13366
0
            memcpy(payload.Data, data, data_size);
13367
0
        }
13368
44
        else if (data_size > 0)
13369
44
        {
13370
            // Store locally
13371
44
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13372
44
            payload.Data = g.DragDropPayloadBufLocal;
13373
44
            memcpy(payload.Data, data, data_size);
13374
44
        }
13375
0
        else
13376
0
        {
13377
0
            payload.Data = NULL;
13378
0
        }
13379
44
        payload.DataSize = (int)data_size;
13380
44
    }
13381
44
    payload.DataFrameCount = g.FrameCount;
13382
13383
    // Return whether the payload has been accepted
13384
44
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13385
44
}
13386
13387
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13388
53
{
13389
53
    ImGuiContext& g = *GImGui;
13390
53
    if (!g.DragDropActive)
13391
0
        return false;
13392
13393
53
    ImGuiWindow* window = g.CurrentWindow;
13394
53
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13395
53
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13396
52
        return false;
13397
1
    IM_ASSERT(id != 0);
13398
1
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13399
0
        return false;
13400
1
    if (window->SkipItems)
13401
0
        return false;
13402
13403
1
    IM_ASSERT(g.DragDropWithinTarget == false);
13404
1
    g.DragDropTargetRect = bb;
13405
1
    g.DragDropTargetId = id;
13406
1
    g.DragDropWithinTarget = true;
13407
1
    return true;
13408
1
}
13409
13410
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13411
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13412
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13413
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13414
bool ImGui::BeginDragDropTarget()
13415
0
{
13416
0
    ImGuiContext& g = *GImGui;
13417
0
    if (!g.DragDropActive)
13418
0
        return false;
13419
13420
0
    ImGuiWindow* window = g.CurrentWindow;
13421
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13422
0
        return false;
13423
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13424
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13425
0
        return false;
13426
13427
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13428
0
    ImGuiID id = g.LastItemData.ID;
13429
0
    if (id == 0)
13430
0
    {
13431
0
        id = window->GetIDFromRectangle(display_rect);
13432
0
        KeepAliveID(id);
13433
0
    }
13434
0
    if (g.DragDropPayload.SourceId == id)
13435
0
        return false;
13436
13437
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13438
0
    g.DragDropTargetRect = display_rect;
13439
0
    g.DragDropTargetId = id;
13440
0
    g.DragDropWithinTarget = true;
13441
0
    return true;
13442
0
}
13443
13444
bool ImGui::IsDragDropPayloadBeingAccepted()
13445
247
{
13446
247
    ImGuiContext& g = *GImGui;
13447
247
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13448
247
}
13449
13450
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13451
1
{
13452
1
    ImGuiContext& g = *GImGui;
13453
1
    ImGuiPayload& payload = g.DragDropPayload;
13454
1
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13455
1
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13456
1
    if (type != NULL && !payload.IsDataType(type))
13457
0
        return NULL;
13458
13459
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13460
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13461
1
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13462
1
    ImRect r = g.DragDropTargetRect;
13463
1
    float r_surface = r.GetWidth() * r.GetHeight();
13464
1
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13465
0
        return NULL;
13466
13467
1
    g.DragDropAcceptFlags = flags;
13468
1
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13469
1
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13470
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13471
13472
    // Render default drop visuals
13473
1
    payload.Preview = was_accepted_previously;
13474
1
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13475
1
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13476
0
        RenderDragDropTargetRect(r);
13477
13478
1
    g.DragDropAcceptFrameCount = g.FrameCount;
13479
1
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13480
1
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13481
0
        return NULL;
13482
13483
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13484
1
    return &payload;
13485
1
}
13486
13487
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13488
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
13489
0
{
13490
0
    ImGuiContext& g = *GImGui;
13491
0
    ImGuiWindow* window = g.CurrentWindow;
13492
0
    ImRect bb_display = bb;
13493
0
    bb_display.ClipWith(window->ClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
13494
0
    bb_display.Expand(3.5f);
13495
0
    bool push_clip_rect = !window->ClipRect.Contains(bb_display);
13496
0
    if (push_clip_rect)
13497
0
        window->DrawList->PushClipRectFullScreen();
13498
0
    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13499
0
    if (push_clip_rect)
13500
0
        window->DrawList->PopClipRect();
13501
0
}
13502
13503
const ImGuiPayload* ImGui::GetDragDropPayload()
13504
0
{
13505
0
    ImGuiContext& g = *GImGui;
13506
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13507
0
}
13508
13509
void ImGui::EndDragDropTarget()
13510
1
{
13511
1
    ImGuiContext& g = *GImGui;
13512
1
    IM_ASSERT(g.DragDropActive);
13513
1
    IM_ASSERT(g.DragDropWithinTarget);
13514
1
    g.DragDropWithinTarget = false;
13515
13516
    // Clear drag and drop state payload right after delivery
13517
1
    if (g.DragDropPayload.Delivery)
13518
0
        ClearDragDrop();
13519
1
}
13520
13521
//-----------------------------------------------------------------------------
13522
// [SECTION] LOGGING/CAPTURING
13523
//-----------------------------------------------------------------------------
13524
// All text output from the interface can be captured into tty/file/clipboard.
13525
// By default, tree nodes are automatically opened during logging.
13526
//-----------------------------------------------------------------------------
13527
13528
// Pass text data straight to log (without being displayed)
13529
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13530
0
{
13531
0
    if (g.LogFile)
13532
0
    {
13533
0
        g.LogBuffer.Buf.resize(0);
13534
0
        g.LogBuffer.appendfv(fmt, args);
13535
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13536
0
    }
13537
0
    else
13538
0
    {
13539
0
        g.LogBuffer.appendfv(fmt, args);
13540
0
    }
13541
0
}
13542
13543
void ImGui::LogText(const char* fmt, ...)
13544
0
{
13545
0
    ImGuiContext& g = *GImGui;
13546
0
    if (!g.LogEnabled)
13547
0
        return;
13548
13549
0
    va_list args;
13550
0
    va_start(args, fmt);
13551
0
    LogTextV(g, fmt, args);
13552
0
    va_end(args);
13553
0
}
13554
13555
void ImGui::LogTextV(const char* fmt, va_list args)
13556
0
{
13557
0
    ImGuiContext& g = *GImGui;
13558
0
    if (!g.LogEnabled)
13559
0
        return;
13560
13561
0
    LogTextV(g, fmt, args);
13562
0
}
13563
13564
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13565
// We split text into individual lines to add current tree level padding
13566
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13567
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13568
0
{
13569
0
    ImGuiContext& g = *GImGui;
13570
0
    ImGuiWindow* window = g.CurrentWindow;
13571
13572
0
    const char* prefix = g.LogNextPrefix;
13573
0
    const char* suffix = g.LogNextSuffix;
13574
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13575
13576
0
    if (!text_end)
13577
0
        text_end = FindRenderedTextEnd(text, text_end);
13578
13579
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13580
0
    if (ref_pos)
13581
0
        g.LogLinePosY = ref_pos->y;
13582
0
    if (log_new_line)
13583
0
    {
13584
0
        LogText(IM_NEWLINE);
13585
0
        g.LogLineFirstItem = true;
13586
0
    }
13587
13588
0
    if (prefix)
13589
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13590
13591
    // Re-adjust padding if we have popped out of our starting depth
13592
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13593
0
        g.LogDepthRef = window->DC.TreeDepth;
13594
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13595
13596
0
    const char* text_remaining = text;
13597
0
    for (;;)
13598
0
    {
13599
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13600
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13601
0
        const char* line_start = text_remaining;
13602
0
        const char* line_end = ImStreolRange(line_start, text_end);
13603
0
        const bool is_last_line = (line_end == text_end);
13604
0
        if (line_start != line_end || !is_last_line)
13605
0
        {
13606
0
            const int line_length = (int)(line_end - line_start);
13607
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13608
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13609
0
            g.LogLineFirstItem = false;
13610
0
            if (*line_end == '\n')
13611
0
            {
13612
0
                LogText(IM_NEWLINE);
13613
0
                g.LogLineFirstItem = true;
13614
0
            }
13615
0
        }
13616
0
        if (is_last_line)
13617
0
            break;
13618
0
        text_remaining = line_end + 1;
13619
0
    }
13620
13621
0
    if (suffix)
13622
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13623
0
}
13624
13625
// Start logging/capturing text output
13626
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13627
0
{
13628
0
    ImGuiContext& g = *GImGui;
13629
0
    ImGuiWindow* window = g.CurrentWindow;
13630
0
    IM_ASSERT(g.LogEnabled == false);
13631
0
    IM_ASSERT(g.LogFile == NULL);
13632
0
    IM_ASSERT(g.LogBuffer.empty());
13633
0
    g.LogEnabled = true;
13634
0
    g.LogType = type;
13635
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13636
0
    g.LogDepthRef = window->DC.TreeDepth;
13637
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13638
0
    g.LogLinePosY = FLT_MAX;
13639
0
    g.LogLineFirstItem = true;
13640
0
}
13641
13642
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13643
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13644
0
{
13645
0
    ImGuiContext& g = *GImGui;
13646
0
    g.LogNextPrefix = prefix;
13647
0
    g.LogNextSuffix = suffix;
13648
0
}
13649
13650
void ImGui::LogToTTY(int auto_open_depth)
13651
0
{
13652
0
    ImGuiContext& g = *GImGui;
13653
0
    if (g.LogEnabled)
13654
0
        return;
13655
0
    IM_UNUSED(auto_open_depth);
13656
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13657
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13658
0
    g.LogFile = stdout;
13659
0
#endif
13660
0
}
13661
13662
// Start logging/capturing text output to given file
13663
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13664
0
{
13665
0
    ImGuiContext& g = *GImGui;
13666
0
    if (g.LogEnabled)
13667
0
        return;
13668
13669
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13670
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13671
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13672
0
    if (!filename)
13673
0
        filename = g.IO.LogFilename;
13674
0
    if (!filename || !filename[0])
13675
0
        return;
13676
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13677
0
    if (!f)
13678
0
    {
13679
0
        IM_ASSERT(0);
13680
0
        return;
13681
0
    }
13682
13683
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13684
0
    g.LogFile = f;
13685
0
}
13686
13687
// Start logging/capturing text output to clipboard
13688
void ImGui::LogToClipboard(int auto_open_depth)
13689
0
{
13690
0
    ImGuiContext& g = *GImGui;
13691
0
    if (g.LogEnabled)
13692
0
        return;
13693
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13694
0
}
13695
13696
void ImGui::LogToBuffer(int auto_open_depth)
13697
0
{
13698
0
    ImGuiContext& g = *GImGui;
13699
0
    if (g.LogEnabled)
13700
0
        return;
13701
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13702
0
}
13703
13704
void ImGui::LogFinish()
13705
209k
{
13706
209k
    ImGuiContext& g = *GImGui;
13707
209k
    if (!g.LogEnabled)
13708
209k
        return;
13709
13710
0
    LogText(IM_NEWLINE);
13711
0
    switch (g.LogType)
13712
0
    {
13713
0
    case ImGuiLogType_TTY:
13714
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13715
0
        fflush(g.LogFile);
13716
0
#endif
13717
0
        break;
13718
0
    case ImGuiLogType_File:
13719
0
        ImFileClose(g.LogFile);
13720
0
        break;
13721
0
    case ImGuiLogType_Buffer:
13722
0
        break;
13723
0
    case ImGuiLogType_Clipboard:
13724
0
        if (!g.LogBuffer.empty())
13725
0
            SetClipboardText(g.LogBuffer.begin());
13726
0
        break;
13727
0
    case ImGuiLogType_None:
13728
0
        IM_ASSERT(0);
13729
0
        break;
13730
0
    }
13731
13732
0
    g.LogEnabled = false;
13733
0
    g.LogType = ImGuiLogType_None;
13734
0
    g.LogFile = NULL;
13735
0
    g.LogBuffer.clear();
13736
0
}
13737
13738
// Helper to display logging buttons
13739
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13740
void ImGui::LogButtons()
13741
0
{
13742
0
    ImGuiContext& g = *GImGui;
13743
13744
0
    PushID("LogButtons");
13745
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13746
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13747
#else
13748
    const bool log_to_tty = false;
13749
#endif
13750
0
    const bool log_to_file = Button("Log To File"); SameLine();
13751
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13752
0
    PushTabStop(false);
13753
0
    SetNextItemWidth(80.0f);
13754
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13755
0
    PopTabStop();
13756
0
    PopID();
13757
13758
    // Start logging at the end of the function so that the buttons don't appear in the log
13759
0
    if (log_to_tty)
13760
0
        LogToTTY();
13761
0
    if (log_to_file)
13762
0
        LogToFile();
13763
0
    if (log_to_clipboard)
13764
0
        LogToClipboard();
13765
0
}
13766
13767
13768
//-----------------------------------------------------------------------------
13769
// [SECTION] SETTINGS
13770
//-----------------------------------------------------------------------------
13771
// - UpdateSettings() [Internal]
13772
// - MarkIniSettingsDirty() [Internal]
13773
// - FindSettingsHandler() [Internal]
13774
// - ClearIniSettings() [Internal]
13775
// - LoadIniSettingsFromDisk()
13776
// - LoadIniSettingsFromMemory()
13777
// - SaveIniSettingsToDisk()
13778
// - SaveIniSettingsToMemory()
13779
//-----------------------------------------------------------------------------
13780
// - CreateNewWindowSettings() [Internal]
13781
// - FindWindowSettingsByID() [Internal]
13782
// - FindWindowSettingsByWindow() [Internal]
13783
// - ClearWindowSettings() [Internal]
13784
// - WindowSettingsHandler_***() [Internal]
13785
//-----------------------------------------------------------------------------
13786
13787
// Called by NewFrame()
13788
void ImGui::UpdateSettings()
13789
104k
{
13790
    // Load settings on first frame (if not explicitly loaded manually before)
13791
104k
    ImGuiContext& g = *GImGui;
13792
104k
    if (!g.SettingsLoaded)
13793
3
    {
13794
3
        IM_ASSERT(g.SettingsWindows.empty());
13795
3
        if (g.IO.IniFilename)
13796
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13797
3
        g.SettingsLoaded = true;
13798
3
    }
13799
13800
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13801
104k
    if (g.SettingsDirtyTimer > 0.0f)
13802
9.00k
    {
13803
9.00k
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13804
9.00k
        if (g.SettingsDirtyTimer <= 0.0f)
13805
30
        {
13806
30
            if (g.IO.IniFilename != NULL)
13807
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13808
30
            else
13809
30
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13810
30
            g.SettingsDirtyTimer = 0.0f;
13811
30
        }
13812
9.00k
    }
13813
104k
}
13814
13815
void ImGui::MarkIniSettingsDirty()
13816
0
{
13817
0
    ImGuiContext& g = *GImGui;
13818
0
    if (g.SettingsDirtyTimer <= 0.0f)
13819
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13820
0
}
13821
13822
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13823
50.0k
{
13824
50.0k
    ImGuiContext& g = *GImGui;
13825
50.0k
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13826
521
        if (g.SettingsDirtyTimer <= 0.0f)
13827
30
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13828
50.0k
}
13829
13830
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13831
6
{
13832
6
    ImGuiContext& g = *GImGui;
13833
6
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13834
6
    g.SettingsHandlers.push_back(*handler);
13835
6
}
13836
13837
void ImGui::RemoveSettingsHandler(const char* type_name)
13838
0
{
13839
0
    ImGuiContext& g = *GImGui;
13840
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13841
0
        g.SettingsHandlers.erase(handler);
13842
0
}
13843
13844
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13845
6
{
13846
6
    ImGuiContext& g = *GImGui;
13847
6
    const ImGuiID type_hash = ImHashStr(type_name);
13848
6
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13849
3
        if (handler.TypeHash == type_hash)
13850
0
            return &handler;
13851
6
    return NULL;
13852
6
}
13853
13854
// Clear all settings (windows, tables, docking etc.)
13855
void ImGui::ClearIniSettings()
13856
0
{
13857
0
    ImGuiContext& g = *GImGui;
13858
0
    g.SettingsIniData.clear();
13859
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13860
0
        if (handler.ClearAllFn != NULL)
13861
0
            handler.ClearAllFn(&g, &handler);
13862
0
}
13863
13864
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13865
0
{
13866
0
    size_t file_data_size = 0;
13867
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13868
0
    if (!file_data)
13869
0
        return;
13870
0
    if (file_data_size > 0)
13871
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13872
0
    IM_FREE(file_data);
13873
0
}
13874
13875
// Zero-tolerance, no error reporting, cheap .ini parsing
13876
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
13877
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13878
0
{
13879
0
    ImGuiContext& g = *GImGui;
13880
0
    IM_ASSERT(g.Initialized);
13881
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13882
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13883
13884
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13885
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13886
0
    if (ini_size == 0)
13887
0
        ini_size = strlen(ini_data);
13888
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13889
0
    char* const buf = g.SettingsIniData.Buf.Data;
13890
0
    char* const buf_end = buf + ini_size;
13891
0
    memcpy(buf, ini_data, ini_size);
13892
0
    buf_end[0] = 0;
13893
13894
    // Call pre-read handlers
13895
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13896
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13897
0
        if (handler.ReadInitFn != NULL)
13898
0
            handler.ReadInitFn(&g, &handler);
13899
13900
0
    void* entry_data = NULL;
13901
0
    ImGuiSettingsHandler* entry_handler = NULL;
13902
13903
0
    char* line_end = NULL;
13904
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13905
0
    {
13906
        // Skip new lines markers, then find end of the line
13907
0
        while (*line == '\n' || *line == '\r')
13908
0
            line++;
13909
0
        line_end = line;
13910
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13911
0
            line_end++;
13912
0
        line_end[0] = 0;
13913
0
        if (line[0] == ';')
13914
0
            continue;
13915
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13916
0
        {
13917
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13918
0
            line_end[-1] = 0;
13919
0
            const char* name_end = line_end - 1;
13920
0
            const char* type_start = line + 1;
13921
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13922
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13923
0
            if (!type_end || !name_start)
13924
0
                continue;
13925
0
            *type_end = 0; // Overwrite first ']'
13926
0
            name_start++;  // Skip second '['
13927
0
            entry_handler = FindSettingsHandler(type_start);
13928
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13929
0
        }
13930
0
        else if (entry_handler != NULL && entry_data != NULL)
13931
0
        {
13932
            // Let type handler parse the line
13933
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13934
0
        }
13935
0
    }
13936
0
    g.SettingsLoaded = true;
13937
13938
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13939
0
    memcpy(buf, ini_data, ini_size);
13940
13941
    // Call post-read handlers
13942
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13943
0
        if (handler.ApplyAllFn != NULL)
13944
0
            handler.ApplyAllFn(&g, &handler);
13945
0
}
13946
13947
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13948
0
{
13949
0
    ImGuiContext& g = *GImGui;
13950
0
    g.SettingsDirtyTimer = 0.0f;
13951
0
    if (!ini_filename)
13952
0
        return;
13953
13954
0
    size_t ini_data_size = 0;
13955
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13956
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13957
0
    if (!f)
13958
0
        return;
13959
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13960
0
    ImFileClose(f);
13961
0
}
13962
13963
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13964
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13965
0
{
13966
0
    ImGuiContext& g = *GImGui;
13967
0
    g.SettingsDirtyTimer = 0.0f;
13968
0
    g.SettingsIniData.Buf.resize(0);
13969
0
    g.SettingsIniData.Buf.push_back(0);
13970
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13971
0
        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
13972
0
    if (out_size)
13973
0
        *out_size = (size_t)g.SettingsIniData.size();
13974
0
    return g.SettingsIniData.c_str();
13975
0
}
13976
13977
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13978
0
{
13979
0
    ImGuiContext& g = *GImGui;
13980
13981
0
    if (g.IO.ConfigDebugIniSettings == false)
13982
0
    {
13983
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
13984
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
13985
0
        if (const char* p = strstr(name, "###"))
13986
0
            name = p;
13987
0
    }
13988
0
    const size_t name_len = strlen(name);
13989
13990
    // Allocate chunk
13991
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
13992
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
13993
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
13994
0
    settings->ID = ImHashStr(name, name_len);
13995
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
13996
13997
0
    return settings;
13998
0
}
13999
14000
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
14001
// This is called once per window .ini entry + once per newly instantiated window.
14002
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
14003
6
{
14004
6
    ImGuiContext& g = *GImGui;
14005
6
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14006
0
        if (settings->ID == id && !settings->WantDelete)
14007
0
            return settings;
14008
6
    return NULL;
14009
6
}
14010
14011
// This is faster if you are holding on a Window already as we don't need to perform a search.
14012
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
14013
6
{
14014
6
    ImGuiContext& g = *GImGui;
14015
6
    if (window->SettingsOffset != -1)
14016
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
14017
6
    return FindWindowSettingsByID(window->ID);
14018
6
}
14019
14020
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
14021
void ImGui::ClearWindowSettings(const char* name)
14022
0
{
14023
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
14024
0
    ImGuiContext& g = *GImGui;
14025
0
    ImGuiWindow* window = FindWindowByName(name);
14026
0
    if (window != NULL)
14027
0
    {
14028
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
14029
0
        InitOrLoadWindowSettings(window, NULL);
14030
0
        if (window->DockId != 0)
14031
0
            DockContextProcessUndockWindow(&g, window, true);
14032
0
    }
14033
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
14034
0
        settings->WantDelete = true;
14035
0
}
14036
14037
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14038
0
{
14039
0
    ImGuiContext& g = *ctx;
14040
0
    for (ImGuiWindow* window : g.Windows)
14041
0
        window->SettingsOffset = -1;
14042
0
    g.SettingsWindows.clear();
14043
0
}
14044
14045
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
14046
0
{
14047
0
    ImGuiID id = ImHashStr(name);
14048
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
14049
0
    if (settings)
14050
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
14051
0
    else
14052
0
        settings = ImGui::CreateNewWindowSettings(name);
14053
0
    settings->ID = id;
14054
0
    settings->WantApply = true;
14055
0
    return (void*)settings;
14056
0
}
14057
14058
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
14059
0
{
14060
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
14061
0
    int x, y;
14062
0
    int i;
14063
0
    ImU32 u1;
14064
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
14065
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
14066
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
14067
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
14068
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
14069
0
    else if (sscanf(line, "IsChild=%d", &i) == 1)           { settings->IsChild = (i != 0); }
14070
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
14071
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
14072
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
14073
0
}
14074
14075
// Apply to existing windows (if any)
14076
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14077
0
{
14078
0
    ImGuiContext& g = *ctx;
14079
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14080
0
        if (settings->WantApply)
14081
0
        {
14082
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
14083
0
                ApplyWindowSettings(window, settings);
14084
0
            settings->WantApply = false;
14085
0
        }
14086
0
}
14087
14088
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
14089
0
{
14090
    // Gather data from windows that were active during this session
14091
    // (if a window wasn't opened in this session we preserve its settings)
14092
0
    ImGuiContext& g = *ctx;
14093
0
    for (ImGuiWindow* window : g.Windows)
14094
0
    {
14095
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
14096
0
            continue;
14097
14098
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
14099
0
        if (!settings)
14100
0
        {
14101
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
14102
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
14103
0
        }
14104
0
        IM_ASSERT(settings->ID == window->ID);
14105
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
14106
0
        settings->Size = ImVec2ih(window->SizeFull);
14107
0
        settings->ViewportId = window->ViewportId;
14108
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
14109
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
14110
0
        settings->DockId = window->DockId;
14111
0
        settings->ClassId = window->WindowClass.ClassId;
14112
0
        settings->DockOrder = window->DockOrder;
14113
0
        settings->Collapsed = window->Collapsed;
14114
0
        settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set.
14115
0
        settings->WantDelete = false;
14116
0
    }
14117
14118
    // Write to text buffer
14119
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
14120
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14121
0
    {
14122
0
        if (settings->WantDelete)
14123
0
            continue;
14124
0
        const char* settings_name = settings->GetName();
14125
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
14126
0
        if (settings->IsChild)
14127
0
        {
14128
0
            buf->appendf("IsChild=1\n");
14129
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14130
0
        }
14131
0
        else
14132
0
        {
14133
0
            if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14134
0
            {
14135
0
                buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
14136
0
                buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
14137
0
            }
14138
0
            if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14139
0
                buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
14140
0
            if (settings->Size.x != 0 || settings->Size.y != 0)
14141
0
                buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14142
0
            buf->appendf("Collapsed=%d\n", settings->Collapsed);
14143
0
            if (settings->DockId != 0)
14144
0
            {
14145
                //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
14146
0
                if (settings->DockOrder == -1)
14147
0
                    buf->appendf("DockId=0x%08X\n", settings->DockId);
14148
0
                else
14149
0
                    buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
14150
0
                if (settings->ClassId != 0)
14151
0
                    buf->appendf("ClassId=0x%08X\n", settings->ClassId);
14152
0
            }
14153
0
        }
14154
0
        buf->append("\n");
14155
0
    }
14156
0
}
14157
14158
14159
//-----------------------------------------------------------------------------
14160
// [SECTION] LOCALIZATION
14161
//-----------------------------------------------------------------------------
14162
14163
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
14164
3
{
14165
3
    ImGuiContext& g = *GImGui;
14166
36
    for (int n = 0; n < count; n++)
14167
33
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
14168
3
}
14169
14170
14171
//-----------------------------------------------------------------------------
14172
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
14173
//-----------------------------------------------------------------------------
14174
// - GetMainViewport()
14175
// - FindViewportByID()
14176
// - FindViewportByPlatformHandle()
14177
// - SetCurrentViewport() [Internal]
14178
// - SetWindowViewport() [Internal]
14179
// - GetWindowAlwaysWantOwnViewport() [Internal]
14180
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
14181
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
14182
// - TranslateWindowsInViewport() [Internal]
14183
// - ScaleWindowsInViewport() [Internal]
14184
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
14185
// - UpdateViewportsNewFrame() [Internal]
14186
// - UpdateViewportsEndFrame() [Internal]
14187
// - AddUpdateViewport() [Internal]
14188
// - WindowSelectViewport() [Internal]
14189
// - WindowSyncOwnedViewport() [Internal]
14190
// - UpdatePlatformWindows()
14191
// - RenderPlatformWindowsDefault()
14192
// - FindPlatformMonitorForPos() [Internal]
14193
// - FindPlatformMonitorForRect() [Internal]
14194
// - UpdateViewportPlatformMonitor() [Internal]
14195
// - DestroyPlatformWindow() [Internal]
14196
// - DestroyPlatformWindows()
14197
//-----------------------------------------------------------------------------
14198
14199
ImGuiViewport* ImGui::GetMainViewport()
14200
314k
{
14201
314k
    ImGuiContext& g = *GImGui;
14202
314k
    return g.Viewports[0];
14203
314k
}
14204
14205
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
14206
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
14207
104k
{
14208
104k
    ImGuiContext& g = *GImGui;
14209
104k
    for (ImGuiViewportP* viewport : g.Viewports)
14210
104k
        if (viewport->ID == id)
14211
104k
            return viewport;
14212
0
    return NULL;
14213
104k
}
14214
14215
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
14216
0
{
14217
0
    ImGuiContext& g = *GImGui;
14218
0
    for (ImGuiViewportP* viewport : g.Viewports)
14219
0
        if (viewport->PlatformHandle == platform_handle)
14220
0
            return viewport;
14221
0
    return NULL;
14222
0
}
14223
14224
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
14225
629k
{
14226
629k
    ImGuiContext& g = *GImGui;
14227
629k
    (void)current_window;
14228
14229
629k
    if (viewport)
14230
524k
        viewport->LastFrameActive = g.FrameCount;
14231
629k
    if (g.CurrentViewport == viewport)
14232
419k
        return;
14233
209k
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
14234
209k
    g.CurrentViewport = viewport;
14235
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
14236
14237
    // Notify platform layer of viewport changes
14238
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
14239
209k
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
14240
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
14241
209k
}
14242
14243
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14244
314k
{
14245
    // Abandon viewport
14246
314k
    if (window->ViewportOwned && window->Viewport->Window == window)
14247
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
14248
14249
314k
    window->Viewport = viewport;
14250
314k
    window->ViewportId = viewport->ID;
14251
314k
    window->ViewportOwned = (viewport->Window == window);
14252
314k
}
14253
14254
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
14255
0
{
14256
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
14257
0
    ImGuiContext& g = *GImGui;
14258
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
14259
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
14260
0
            if (!window->DockIsActive)
14261
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
14262
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
14263
0
                        return true;
14264
0
    return false;
14265
0
}
14266
14267
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14268
0
{
14269
0
    ImGuiContext& g = *GImGui;
14270
0
    if (window->Viewport == viewport)
14271
0
        return false;
14272
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14273
0
        return false;
14274
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14275
0
        return false;
14276
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14277
0
        return false;
14278
0
    if (GetWindowAlwaysWantOwnViewport(window))
14279
0
        return false;
14280
14281
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14282
0
    for (ImGuiWindow* window_behind : g.Windows)
14283
0
    {
14284
0
        if (window_behind == window)
14285
0
            break;
14286
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14287
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14288
0
                return false;
14289
0
    }
14290
14291
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14292
0
    ImGuiViewportP* old_viewport = window->Viewport;
14293
0
    if (window->ViewportOwned)
14294
0
        for (int n = 0; n < g.Windows.Size; n++)
14295
0
            if (g.Windows[n]->Viewport == old_viewport)
14296
0
                SetWindowViewport(g.Windows[n], viewport);
14297
0
    SetWindowViewport(window, viewport);
14298
0
    BringWindowToDisplayFront(window);
14299
14300
0
    return true;
14301
0
}
14302
14303
// FIXME: handle 0 to N host viewports
14304
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14305
0
{
14306
0
    ImGuiContext& g = *GImGui;
14307
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14308
0
}
14309
14310
// Translate Dear ImGui windows when a Host Viewport has been moved
14311
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14312
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14313
0
{
14314
0
    ImGuiContext& g = *GImGui;
14315
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14316
14317
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14318
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14319
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14320
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14321
    // and so the window will appear to teleport when releasing the mouse.
14322
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14323
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14324
0
    ImVec2 delta_pos = new_pos - old_pos;
14325
0
    for (ImGuiWindow* window : g.Windows) // FIXME-OPT
14326
0
        if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
14327
0
            TranslateWindow(window, delta_pos);
14328
0
}
14329
14330
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14331
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14332
0
{
14333
0
    ImGuiContext& g = *GImGui;
14334
0
    if (viewport->Window)
14335
0
    {
14336
0
        ScaleWindow(viewport->Window, scale);
14337
0
    }
14338
0
    else
14339
0
    {
14340
0
        for (ImGuiWindow* window : g.Windows)
14341
0
            if (window->Viewport == viewport)
14342
0
                ScaleWindow(window, scale);
14343
0
    }
14344
0
}
14345
14346
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14347
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14348
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14349
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14350
0
{
14351
0
    ImGuiContext& g = *GImGui;
14352
0
    ImGuiViewportP* best_candidate = NULL;
14353
0
    for (ImGuiViewportP* viewport : g.Viewports)
14354
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14355
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14356
0
                best_candidate = viewport;
14357
0
    return best_candidate;
14358
0
}
14359
14360
// Update viewports and monitor infos
14361
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14362
static void ImGui::UpdateViewportsNewFrame()
14363
104k
{
14364
104k
    ImGuiContext& g = *GImGui;
14365
104k
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14366
14367
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14368
    // Update Focused status
14369
104k
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14370
104k
    if (viewports_enabled)
14371
0
    {
14372
0
        ImGuiViewportP* focused_viewport = NULL;
14373
0
        for (ImGuiViewportP* viewport : g.Viewports)
14374
0
        {
14375
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14376
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14377
0
            {
14378
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14379
0
                if (is_minimized)
14380
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14381
0
                else
14382
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14383
0
            }
14384
14385
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14386
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14387
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14388
0
            {
14389
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14390
0
                if (is_focused)
14391
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14392
0
                else
14393
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14394
0
                if (is_focused)
14395
0
                    focused_viewport = viewport;
14396
0
            }
14397
0
        }
14398
14399
        // Focused viewport has changed?
14400
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14401
0
        {
14402
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14403
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14404
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14405
14406
            // Store a tag so we can infer z-order easily from all our windows
14407
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14408
            // will keep the front most stamp instead of losing it back to their parent viewport.
14409
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14410
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14411
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14412
14413
            // Focus associated dear imgui window
14414
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14415
            // - if focus didn't happen because we destroyed another window (#6462)
14416
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14417
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14418
0
            if (apply_imgui_focus_on_focused_viewport)
14419
0
            {
14420
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14421
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14422
0
                if (focused_viewport->Window != NULL)
14423
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14424
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14425
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14426
0
                else
14427
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14428
0
            }
14429
0
        }
14430
0
        if (focused_viewport)
14431
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14432
0
    }
14433
14434
    // Create/update main viewport with current platform position.
14435
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14436
104k
    ImGuiViewportP* main_viewport = g.Viewports[0];
14437
104k
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14438
104k
    IM_ASSERT(main_viewport->Window == NULL);
14439
104k
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14440
104k
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14441
104k
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14442
0
    {
14443
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14444
0
        main_viewport_size = main_viewport->Size;
14445
0
    }
14446
104k
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14447
14448
104k
    g.CurrentDpiScale = 0.0f;
14449
104k
    g.CurrentViewport = NULL;
14450
104k
    g.MouseViewport = NULL;
14451
209k
    for (int n = 0; n < g.Viewports.Size; n++)
14452
104k
    {
14453
104k
        ImGuiViewportP* viewport = g.Viewports[n];
14454
104k
        viewport->Idx = n;
14455
14456
        // Erase unused viewports
14457
104k
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14458
0
        {
14459
0
            DestroyViewport(viewport);
14460
0
            n--;
14461
0
            continue;
14462
0
        }
14463
14464
104k
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14465
104k
        if (viewports_enabled)
14466
0
        {
14467
            // Update Position and Size (from Platform Window to ImGui) if requested.
14468
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14469
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14470
0
            {
14471
                // Viewport->WorkPos and WorkSize will be updated below
14472
0
                if (viewport->PlatformRequestMove)
14473
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14474
0
                if (viewport->PlatformRequestResize)
14475
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14476
0
            }
14477
0
        }
14478
14479
        // Update/copy monitor info
14480
104k
        UpdateViewportPlatformMonitor(viewport);
14481
14482
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14483
104k
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14484
104k
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14485
104k
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14486
104k
        viewport->UpdateWorkRect();
14487
14488
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14489
104k
        viewport->Alpha = 1.0f;
14490
14491
        // Translate Dear ImGui windows when a Host Viewport has been moved
14492
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14493
104k
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14494
104k
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14495
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14496
14497
        // Update DPI scale
14498
104k
        float new_dpi_scale;
14499
104k
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14500
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14501
104k
        else if (viewport->PlatformMonitor != -1)
14502
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14503
104k
        else
14504
104k
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14505
104k
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14506
0
        {
14507
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14508
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14509
0
                ScaleWindowsInViewport(viewport, scale_factor);
14510
            //if (viewport == GetMainViewport())
14511
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14512
14513
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14514
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14515
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14516
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14517
            //    g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor);
14518
0
        }
14519
104k
        viewport->DpiScale = new_dpi_scale;
14520
104k
    }
14521
14522
    // Update fallback monitor
14523
104k
    if (g.PlatformIO.Monitors.Size == 0)
14524
104k
    {
14525
104k
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14526
104k
        monitor->MainPos = main_viewport->Pos;
14527
104k
        monitor->MainSize = main_viewport->Size;
14528
104k
        monitor->WorkPos = main_viewport->WorkPos;
14529
104k
        monitor->WorkSize = main_viewport->WorkSize;
14530
104k
        monitor->DpiScale = main_viewport->DpiScale;
14531
104k
    }
14532
14533
104k
    if (!viewports_enabled)
14534
104k
    {
14535
104k
        g.MouseViewport = main_viewport;
14536
104k
        return;
14537
104k
    }
14538
14539
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14540
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14541
0
    ImGuiViewportP* viewport_hovered = NULL;
14542
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14543
0
    {
14544
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14545
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14546
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14547
0
    }
14548
0
    else
14549
0
    {
14550
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14551
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14552
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14553
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14554
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14555
0
    }
14556
0
    if (viewport_hovered != NULL)
14557
0
        g.MouseLastHoveredViewport = viewport_hovered;
14558
0
    else if (g.MouseLastHoveredViewport == NULL)
14559
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14560
14561
    // Update mouse reference viewport
14562
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14563
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14564
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14565
0
        g.MouseViewport = g.MovingWindow->Viewport;
14566
0
    else
14567
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14568
14569
    // When dragging something, always refer to the last hovered viewport.
14570
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14571
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14572
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14573
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14574
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14575
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14576
0
        viewport_hovered = g.MouseLastHoveredViewport;
14577
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14578
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14579
0
            g.MouseViewport = viewport_hovered;
14580
14581
0
    IM_ASSERT(g.MouseViewport != NULL);
14582
0
}
14583
14584
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14585
static void ImGui::UpdateViewportsEndFrame()
14586
104k
{
14587
104k
    ImGuiContext& g = *GImGui;
14588
104k
    g.PlatformIO.Viewports.resize(0);
14589
209k
    for (int i = 0; i < g.Viewports.Size; i++)
14590
104k
    {
14591
104k
        ImGuiViewportP* viewport = g.Viewports[i];
14592
104k
        viewport->LastPos = viewport->Pos;
14593
104k
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14594
0
            if (i > 0) // Always include main viewport in the list
14595
0
                continue;
14596
104k
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14597
0
            continue;
14598
104k
        if (i > 0)
14599
104k
            IM_ASSERT(viewport->Window != NULL);
14600
104k
        g.PlatformIO.Viewports.push_back(viewport);
14601
104k
    }
14602
104k
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14603
104k
}
14604
14605
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14606
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14607
104k
{
14608
104k
    ImGuiContext& g = *GImGui;
14609
104k
    IM_ASSERT(id != 0);
14610
14611
104k
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14612
104k
    if (window != NULL)
14613
0
    {
14614
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14615
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14616
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14617
0
            flags |= ImGuiViewportFlags_NoInputs;
14618
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14619
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14620
0
    }
14621
14622
104k
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14623
104k
    if (viewport)
14624
104k
    {
14625
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14626
104k
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14627
104k
            viewport->Pos = pos;
14628
104k
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14629
104k
            viewport->Size = size;
14630
104k
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14631
104k
    }
14632
0
    else
14633
0
    {
14634
        // New viewport
14635
0
        viewport = IM_NEW(ImGuiViewportP)();
14636
0
        viewport->ID = id;
14637
0
        viewport->Idx = g.Viewports.Size;
14638
0
        viewport->Pos = viewport->LastPos = pos;
14639
0
        viewport->Size = size;
14640
0
        viewport->Flags = flags;
14641
0
        UpdateViewportPlatformMonitor(viewport);
14642
0
        g.Viewports.push_back(viewport);
14643
0
        g.ViewportCreatedCount++;
14644
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14645
14646
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14647
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14648
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14649
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14650
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14651
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14652
14653
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14654
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14655
0
        if (viewport->PlatformMonitor != -1)
14656
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14657
0
    }
14658
14659
104k
    viewport->Window = window;
14660
104k
    viewport->LastFrameActive = g.FrameCount;
14661
104k
    viewport->UpdateWorkRect();
14662
104k
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14663
14664
104k
    if (window != NULL)
14665
0
        window->ViewportOwned = true;
14666
14667
104k
    return viewport;
14668
104k
}
14669
14670
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14671
0
{
14672
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14673
0
    ImGuiContext& g = *GImGui;
14674
0
    for (ImGuiWindow* window : g.Windows)
14675
0
    {
14676
0
        if (window->Viewport != viewport)
14677
0
            continue;
14678
0
        window->Viewport = NULL;
14679
0
        window->ViewportOwned = false;
14680
0
    }
14681
0
    if (viewport == g.MouseLastHoveredViewport)
14682
0
        g.MouseLastHoveredViewport = NULL;
14683
14684
    // Destroy
14685
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14686
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14687
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14688
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14689
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14690
0
    IM_DELETE(viewport);
14691
0
}
14692
14693
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14694
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14695
314k
{
14696
314k
    ImGuiContext& g = *GImGui;
14697
314k
    ImGuiWindowFlags flags = window->Flags;
14698
314k
    window->ViewportAllowPlatformMonitorExtend = -1;
14699
14700
    // Restore main viewport if multi-viewport is not supported by the backend
14701
314k
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14702
314k
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14703
314k
    {
14704
314k
        SetWindowViewport(window, main_viewport);
14705
314k
        return;
14706
314k
    }
14707
0
    window->ViewportOwned = false;
14708
14709
    // Appearing popups reset their viewport so they can inherit again
14710
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14711
0
    {
14712
0
        window->Viewport = NULL;
14713
0
        window->ViewportId = 0;
14714
0
    }
14715
14716
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14717
0
    {
14718
        // By default inherit from parent window
14719
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14720
0
            window->Viewport = window->ParentWindow->Viewport;
14721
14722
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14723
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14724
0
        {
14725
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14726
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14727
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14728
0
        }
14729
0
    }
14730
14731
0
    bool lock_viewport = false;
14732
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14733
0
    {
14734
        // Code explicitly request a viewport
14735
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14736
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14737
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
14738
0
        {
14739
0
            window->Viewport->Window = window;
14740
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
14741
0
        }
14742
0
        lock_viewport = true;
14743
0
    }
14744
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14745
0
    {
14746
        // Always inherit viewport from parent window
14747
0
        if (window->DockNode && window->DockNode->HostWindow)
14748
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14749
0
        window->Viewport = window->ParentWindow->Viewport;
14750
0
    }
14751
0
    else if (window->DockNode && window->DockNode->HostWindow)
14752
0
    {
14753
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14754
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14755
0
    }
14756
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14757
0
    {
14758
0
        window->Viewport = g.MouseViewport;
14759
0
    }
14760
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14761
0
    {
14762
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14763
0
    }
14764
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14765
0
    {
14766
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14767
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14768
0
    }
14769
0
    else
14770
0
    {
14771
        // Merge into host viewport?
14772
        // We cannot test window->ViewportOwned as it set lower in the function.
14773
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14774
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14775
0
        if (try_to_merge_into_host_viewport)
14776
0
            UpdateTryMergeWindowIntoHostViewports(window);
14777
0
    }
14778
14779
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14780
0
    if (window->Viewport == NULL)
14781
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14782
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14783
14784
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14785
0
    if (!lock_viewport)
14786
0
    {
14787
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14788
0
        {
14789
            // We need to take account of the possibility that mouse may become invalid.
14790
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14791
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14792
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14793
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14794
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14795
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14796
0
            else
14797
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14798
0
        }
14799
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14800
0
        {
14801
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14802
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14803
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14804
0
            {
14805
                // Steal/transfer ownership
14806
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14807
0
                window->Viewport->Window = window;
14808
0
                window->Viewport->ID = window->ID;
14809
0
                window->Viewport->LastNameHash = 0;
14810
0
            }
14811
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14812
0
            {
14813
                // New viewport
14814
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14815
0
            }
14816
0
        }
14817
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14818
0
        {
14819
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14820
            // Child windows are kept contained within their parent.
14821
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14822
0
        }
14823
0
    }
14824
14825
    // Update flags
14826
0
    window->ViewportOwned = (window == window->Viewport->Window);
14827
0
    window->ViewportId = window->Viewport->ID;
14828
14829
    // If the OS window has a title bar, hide our imgui title bar
14830
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14831
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14832
0
}
14833
14834
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14835
0
{
14836
0
    ImGuiContext& g = *GImGui;
14837
14838
0
    bool viewport_rect_changed = false;
14839
14840
    // Synchronize window --> viewport in most situations
14841
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14842
0
    if (window->Viewport->PlatformRequestMove)
14843
0
    {
14844
0
        window->Pos = window->Viewport->Pos;
14845
0
        MarkIniSettingsDirty(window);
14846
0
    }
14847
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14848
0
    {
14849
0
        viewport_rect_changed = true;
14850
0
        window->Viewport->Pos = window->Pos;
14851
0
    }
14852
14853
0
    if (window->Viewport->PlatformRequestResize)
14854
0
    {
14855
0
        window->Size = window->SizeFull = window->Viewport->Size;
14856
0
        MarkIniSettingsDirty(window);
14857
0
    }
14858
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14859
0
    {
14860
0
        viewport_rect_changed = true;
14861
0
        window->Viewport->Size = window->Size;
14862
0
    }
14863
0
    window->Viewport->UpdateWorkRect();
14864
14865
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14866
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14867
0
    if (viewport_rect_changed)
14868
0
        UpdateViewportPlatformMonitor(window->Viewport);
14869
14870
    // Update common viewport flags
14871
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14872
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14873
0
    ImGuiWindowFlags window_flags = window->Flags;
14874
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14875
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14876
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14877
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14878
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14879
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14880
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14881
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14882
14883
    // Not correct to set modal as topmost because:
14884
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14885
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14886
    //if (flags & ImGuiWindowFlags_Modal)
14887
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14888
14889
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14890
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14891
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14892
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14893
0
    if (is_short_lived_floating_window && !is_modal)
14894
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14895
14896
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14897
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14898
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14899
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14900
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14901
14902
    // We can also tell the backend that clearing the platform window won't be necessary,
14903
    // as our window background is filling the viewport and we have disabled BgAlpha.
14904
    // FIXME: Work on support for per-viewport transparency (#2766)
14905
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14906
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14907
14908
0
    window->Viewport->Flags = viewport_flags;
14909
14910
    // Update parent viewport ID
14911
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14912
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14913
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14914
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14915
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14916
0
    else
14917
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14918
0
}
14919
14920
// Called by user at the end of the main loop, after EndFrame()
14921
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14922
void ImGui::UpdatePlatformWindows()
14923
0
{
14924
0
    ImGuiContext& g = *GImGui;
14925
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14926
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14927
0
    g.FrameCountPlatformEnded = g.FrameCount;
14928
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14929
0
        return;
14930
14931
    // Create/resize/destroy platform windows to match each active viewport.
14932
    // Skip the main viewport (index 0), which is always fully handled by the application!
14933
0
    for (int i = 1; i < g.Viewports.Size; i++)
14934
0
    {
14935
0
        ImGuiViewportP* viewport = g.Viewports[i];
14936
14937
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14938
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14939
0
        bool destroy_platform_window = false;
14940
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14941
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14942
0
        if (destroy_platform_window)
14943
0
        {
14944
0
            DestroyPlatformWindow(viewport);
14945
0
            continue;
14946
0
        }
14947
14948
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14949
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14950
0
            continue;
14951
14952
        // Create window
14953
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14954
0
        if (is_new_platform_window)
14955
0
        {
14956
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14957
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14958
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14959
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14960
0
            g.PlatformWindowsCreatedCount++;
14961
0
            viewport->LastNameHash = 0;
14962
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14963
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14964
0
            viewport->PlatformWindowCreated = true;
14965
0
        }
14966
14967
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14968
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14969
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14970
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14971
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14972
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14973
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14974
0
        viewport->LastPlatformPos = viewport->Pos;
14975
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14976
14977
        // Update title bar (if it changed)
14978
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14979
0
        {
14980
0
            const char* title_begin = window_for_title->Name;
14981
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
14982
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
14983
0
            if (viewport->LastNameHash != title_hash)
14984
0
            {
14985
0
                char title_end_backup_c = *title_end;
14986
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
14987
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
14988
0
                *title_end = title_end_backup_c;
14989
0
                viewport->LastNameHash = title_hash;
14990
0
            }
14991
0
        }
14992
14993
        // Update alpha (if it changed)
14994
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
14995
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
14996
0
        viewport->LastAlpha = viewport->Alpha;
14997
14998
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
14999
0
        if (g.PlatformIO.Platform_UpdateWindow)
15000
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
15001
15002
0
        if (is_new_platform_window)
15003
0
        {
15004
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
15005
0
            if (g.FrameCount < 3)
15006
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
15007
15008
            // Show window
15009
0
            g.PlatformIO.Platform_ShowWindow(viewport);
15010
15011
            // Even without focus, we assume the window becomes front-most.
15012
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
15013
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
15014
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
15015
0
        }
15016
15017
        // Clear request flags
15018
0
        viewport->ClearRequestFlags();
15019
0
    }
15020
0
}
15021
15022
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
15023
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
15024
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
15025
//
15026
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15027
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15028
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15029
//            MyRenderFunction(platform_io.Viewports[i], my_args);
15030
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15031
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15032
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
15033
//
15034
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
15035
0
{
15036
    // Skip the main viewport (index 0), which is always fully handled by the application!
15037
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15038
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15039
0
    {
15040
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15041
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15042
0
            continue;
15043
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
15044
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
15045
0
    }
15046
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15047
0
    {
15048
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15049
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15050
0
            continue;
15051
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
15052
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
15053
0
    }
15054
0
}
15055
15056
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
15057
0
{
15058
0
    ImGuiContext& g = *GImGui;
15059
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
15060
0
    {
15061
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15062
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
15063
0
            return monitor_n;
15064
0
    }
15065
0
    return -1;
15066
0
}
15067
15068
// Search for the monitor with the largest intersection area with the given rectangle
15069
// We generally try to avoid searching loops but the monitor count should be very small here
15070
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
15071
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
15072
104k
{
15073
104k
    ImGuiContext& g = *GImGui;
15074
15075
104k
    const int monitor_count = g.PlatformIO.Monitors.Size;
15076
104k
    if (monitor_count <= 1)
15077
104k
        return monitor_count - 1;
15078
15079
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
15080
    // This is necessary for tooltips which always resize down to zero at first.
15081
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
15082
0
    int best_monitor_n = -1;
15083
0
    float best_monitor_surface = 0.001f;
15084
15085
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
15086
0
    {
15087
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15088
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
15089
0
        if (monitor_rect.Contains(rect))
15090
0
            return monitor_n;
15091
0
        ImRect overlapping_rect = rect;
15092
0
        overlapping_rect.ClipWithFull(monitor_rect);
15093
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
15094
0
        if (overlapping_surface < best_monitor_surface)
15095
0
            continue;
15096
0
        best_monitor_surface = overlapping_surface;
15097
0
        best_monitor_n = monitor_n;
15098
0
    }
15099
0
    return best_monitor_n;
15100
0
}
15101
15102
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
15103
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
15104
104k
{
15105
104k
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
15106
104k
}
15107
15108
// Return value is always != NULL, but don't hold on it across frames.
15109
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
15110
0
{
15111
0
    ImGuiContext& g = *GImGui;
15112
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
15113
0
    int monitor_idx = viewport->PlatformMonitor;
15114
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
15115
0
        return &g.PlatformIO.Monitors[monitor_idx];
15116
0
    return &g.FallbackMonitor;
15117
0
}
15118
15119
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
15120
0
{
15121
0
    ImGuiContext& g = *GImGui;
15122
0
    if (viewport->PlatformWindowCreated)
15123
0
    {
15124
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15125
0
        if (g.PlatformIO.Renderer_DestroyWindow)
15126
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
15127
0
        if (g.PlatformIO.Platform_DestroyWindow)
15128
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
15129
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
15130
15131
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
15132
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
15133
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
15134
0
            viewport->PlatformWindowCreated = false;
15135
0
    }
15136
0
    else
15137
0
    {
15138
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
15139
0
    }
15140
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
15141
0
    viewport->ClearRequestFlags();
15142
0
}
15143
15144
void ImGui::DestroyPlatformWindows()
15145
0
{
15146
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
15147
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
15148
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
15149
    // code to operator a consistent manner.
15150
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
15151
    // crashing if it doesn't have data stored.
15152
0
    ImGuiContext& g = *GImGui;
15153
0
    for (ImGuiViewportP* viewport : g.Viewports)
15154
0
        DestroyPlatformWindow(viewport);
15155
0
}
15156
15157
15158
//-----------------------------------------------------------------------------
15159
// [SECTION] DOCKING
15160
//-----------------------------------------------------------------------------
15161
// Docking: Internal Types
15162
// Docking: Forward Declarations
15163
// Docking: ImGuiDockContext
15164
// Docking: ImGuiDockContext Docking/Undocking functions
15165
// Docking: ImGuiDockNode
15166
// Docking: ImGuiDockNode Tree manipulation functions
15167
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
15168
// Docking: Builder Functions
15169
// Docking: Begin/End Support Functions (called from Begin/End)
15170
// Docking: Settings
15171
//-----------------------------------------------------------------------------
15172
15173
//-----------------------------------------------------------------------------
15174
// Typical Docking call flow: (root level is generally public API):
15175
//-----------------------------------------------------------------------------
15176
// - NewFrame()                               new dear imgui frame
15177
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
15178
//    | - DockContextProcessUndockWindow()    - process one window undocking request
15179
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
15180
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
15181
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
15182
//    | - DockContextProcessDock()            - process one docking request
15183
//    | - DockNodeUpdate()
15184
//    |   - DockNodeUpdateForRootNode()
15185
//    |     - DockNodeUpdateFlagsAndCollapse()
15186
//    |     - DockNodeFindInfo()
15187
//    |   - destroy unused node or tab bar
15188
//    |   - create dock node host window
15189
//    |      - Begin() etc.
15190
//    |   - DockNodeStartMouseMovingWindow()
15191
//    |   - DockNodeTreeUpdatePosSize()
15192
//    |   - DockNodeTreeUpdateSplitter()
15193
//    |   - draw node background
15194
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
15195
//    |     - DockNodeAddTabBar()
15196
//    |     - DockNodeWindowMenuUpdate()
15197
//    |     - DockNodeCalcTabBarLayout()
15198
//    |     - BeginTabBarEx()
15199
//    |     - TabItemEx() calls
15200
//    |     - EndTabBar()
15201
//    |   - BeginDockableDragDropTarget()
15202
//    |      - DockNodeUpdate()               - recurse into child nodes...
15203
//-----------------------------------------------------------------------------
15204
// - DockSpace()                              user submit a dockspace into a window
15205
//    | Begin(Child)                          - create a child window
15206
//    | DockNodeUpdate()                      - call main dock node update function
15207
//    | End(Child)
15208
//    | ItemSize()
15209
//-----------------------------------------------------------------------------
15210
// - Begin()
15211
//    | BeginDocked()
15212
//    | BeginDockableDragDropSource()
15213
//    | BeginDockableDragDropTarget()
15214
//    | - DockNodePreviewDockRender()
15215
//-----------------------------------------------------------------------------
15216
// - EndFrame()
15217
//    | DockContextEndFrame()
15218
//-----------------------------------------------------------------------------
15219
15220
//-----------------------------------------------------------------------------
15221
// Docking: Internal Types
15222
//-----------------------------------------------------------------------------
15223
// - ImGuiDockRequestType
15224
// - ImGuiDockRequest
15225
// - ImGuiDockPreviewData
15226
// - ImGuiDockNodeSettings
15227
// - ImGuiDockContext
15228
//-----------------------------------------------------------------------------
15229
15230
enum ImGuiDockRequestType
15231
{
15232
    ImGuiDockRequestType_None = 0,
15233
    ImGuiDockRequestType_Dock,
15234
    ImGuiDockRequestType_Undock,
15235
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
15236
};
15237
15238
struct ImGuiDockRequest
15239
{
15240
    ImGuiDockRequestType    Type;
15241
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
15242
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
15243
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
15244
    ImGuiDir                DockSplitDir;
15245
    float                   DockSplitRatio;
15246
    bool                    DockSplitOuter;
15247
    ImGuiWindow*            UndockTargetWindow;
15248
    ImGuiDockNode*          UndockTargetNode;
15249
15250
    ImGuiDockRequest()
15251
0
    {
15252
0
        Type = ImGuiDockRequestType_None;
15253
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
15254
0
        DockTargetNode = UndockTargetNode = NULL;
15255
0
        DockSplitDir = ImGuiDir_None;
15256
0
        DockSplitRatio = 0.5f;
15257
0
        DockSplitOuter = false;
15258
0
    }
15259
};
15260
15261
struct ImGuiDockPreviewData
15262
{
15263
    ImGuiDockNode   FutureNode;
15264
    bool            IsDropAllowed;
15265
    bool            IsCenterAvailable;
15266
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15267
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15268
    ImGuiDockNode*  SplitNode;
15269
    ImGuiDir        SplitDir;
15270
    float           SplitRatio;
15271
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15272
15273
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15274
};
15275
15276
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15277
struct ImGuiDockNodeSettings
15278
{
15279
    ImGuiID             ID;
15280
    ImGuiID             ParentNodeId;
15281
    ImGuiID             ParentWindowId;
15282
    ImGuiID             SelectedTabId;
15283
    signed char         SplitAxis;
15284
    char                Depth;
15285
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15286
    ImVec2ih            Pos;
15287
    ImVec2ih            Size;
15288
    ImVec2ih            SizeRef;
15289
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15290
};
15291
15292
//-----------------------------------------------------------------------------
15293
// Docking: Forward Declarations
15294
//-----------------------------------------------------------------------------
15295
15296
namespace ImGui
15297
{
15298
    // ImGuiDockContext
15299
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15300
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15301
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15302
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15303
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15304
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15305
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15306
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15307
15308
    // ImGuiDockNode
15309
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15310
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15311
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15312
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15313
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15314
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15315
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15316
    static void             DockNodeUpdate(ImGuiDockNode* node);
15317
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15318
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15319
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15320
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15321
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15322
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15323
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15324
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15325
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15326
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15327
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15328
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15329
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15330
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15331
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15332
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15333
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15334
15335
    // ImGuiDockNode tree manipulations
15336
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15337
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15338
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15339
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15340
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15341
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15342
15343
    // Settings
15344
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15345
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15346
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15347
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15348
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15349
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15350
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15351
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15352
}
15353
15354
//-----------------------------------------------------------------------------
15355
// Docking: ImGuiDockContext
15356
//-----------------------------------------------------------------------------
15357
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15358
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15359
// At boot time only, we run a simple GC to remove nodes that have no references.
15360
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15361
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15362
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15363
//-----------------------------------------------------------------------------
15364
// - DockContextInitialize()
15365
// - DockContextShutdown()
15366
// - DockContextClearNodes()
15367
// - DockContextRebuildNodes()
15368
// - DockContextNewFrameUpdateUndocking()
15369
// - DockContextNewFrameUpdateDocking()
15370
// - DockContextEndFrame()
15371
// - DockContextFindNodeByID()
15372
// - DockContextBindNodeToWindow()
15373
// - DockContextGenNodeID()
15374
// - DockContextAddNode()
15375
// - DockContextRemoveNode()
15376
// - ImGuiDockContextPruneNodeData
15377
// - DockContextPruneUnusedSettingsNodes()
15378
// - DockContextBuildNodesFromSettings()
15379
// - DockContextBuildAddWindowsToNodes()
15380
//-----------------------------------------------------------------------------
15381
15382
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15383
3
{
15384
3
    ImGuiContext& g = *ctx;
15385
15386
    // Add .ini handle for persistent docking data
15387
3
    ImGuiSettingsHandler ini_handler;
15388
3
    ini_handler.TypeName = "Docking";
15389
3
    ini_handler.TypeHash = ImHashStr("Docking");
15390
3
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15391
3
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15392
3
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15393
3
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15394
3
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15395
3
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15396
3
    g.SettingsHandlers.push_back(ini_handler);
15397
15398
3
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15399
3
}
15400
15401
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15402
0
{
15403
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15404
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15405
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15406
0
            IM_DELETE(node);
15407
0
}
15408
15409
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15410
0
{
15411
0
    IM_UNUSED(ctx);
15412
0
    IM_ASSERT(ctx == GImGui);
15413
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15414
0
    DockBuilderRemoveNodeChildNodes(root_id);
15415
0
}
15416
15417
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15418
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15419
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15420
0
{
15421
0
    ImGuiContext& g = *ctx;
15422
0
    ImGuiDockContext* dc = &ctx->DockContext;
15423
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15424
0
    SaveIniSettingsToMemory();
15425
0
    ImGuiID root_id = 0; // Rebuild all
15426
0
    DockContextClearNodes(ctx, root_id, false);
15427
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15428
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15429
0
}
15430
15431
// Docking context update function, called by NewFrame()
15432
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15433
104k
{
15434
104k
    ImGuiContext& g = *ctx;
15435
104k
    ImGuiDockContext* dc = &ctx->DockContext;
15436
104k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15437
0
    {
15438
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15439
0
            DockContextClearNodes(ctx, 0, true);
15440
0
        return;
15441
0
    }
15442
15443
    // Setting NoSplit at runtime merges all nodes
15444
104k
    if (g.IO.ConfigDockingNoSplit)
15445
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15446
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15447
0
                if (node->IsRootNode() && node->IsSplitNode())
15448
0
                {
15449
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15450
                    //dc->WantFullRebuild = true;
15451
0
                }
15452
15453
    // Process full rebuild
15454
#if 0
15455
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15456
        dc->WantFullRebuild = true;
15457
#endif
15458
104k
    if (dc->WantFullRebuild)
15459
0
    {
15460
0
        DockContextRebuildNodes(ctx);
15461
0
        dc->WantFullRebuild = false;
15462
0
    }
15463
15464
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15465
104k
    for (ImGuiDockRequest& req : dc->Requests)
15466
0
    {
15467
0
        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
15468
0
            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
15469
0
        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
15470
0
            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
15471
0
    }
15472
104k
}
15473
15474
// Docking context update function, called by NewFrame()
15475
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15476
104k
{
15477
104k
    ImGuiContext& g = *ctx;
15478
104k
    ImGuiDockContext* dc  = &ctx->DockContext;
15479
104k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15480
0
        return;
15481
15482
    // [DEBUG] Store hovered dock node.
15483
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15484
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15485
104k
    g.DebugHoveredDockNode = NULL;
15486
104k
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15487
2.71k
    {
15488
2.71k
        if (hovered_window->DockNodeAsHost)
15489
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15490
2.71k
        else if (hovered_window->RootWindow->DockNode)
15491
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15492
2.71k
    }
15493
15494
    // Process Docking requests
15495
104k
    for (ImGuiDockRequest& req : dc->Requests)
15496
0
        if (req.Type == ImGuiDockRequestType_Dock)
15497
0
            DockContextProcessDock(ctx, &req);
15498
104k
    dc->Requests.resize(0);
15499
15500
    // Create windows for each automatic docking nodes
15501
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15502
104k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15503
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15504
0
            if (node->IsFloatingNode())
15505
0
                DockNodeUpdate(node);
15506
104k
}
15507
15508
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15509
104k
{
15510
    // Draw backgrounds of node missing their window
15511
104k
    ImGuiContext& g = *ctx;
15512
104k
    ImGuiDockContext* dc = &g.DockContext;
15513
104k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15514
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15515
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15516
0
            {
15517
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15518
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
15519
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15520
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15521
0
            }
15522
104k
}
15523
15524
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15525
0
{
15526
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15527
0
}
15528
15529
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15530
0
{
15531
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15532
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15533
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15534
0
    ImGuiID id = 0x0001;
15535
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15536
0
        id++;
15537
0
    return id;
15538
0
}
15539
15540
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15541
0
{
15542
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15543
0
    ImGuiContext& g = *ctx;
15544
0
    if (id == 0)
15545
0
        id = DockContextGenNodeID(ctx);
15546
0
    else
15547
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15548
15549
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15550
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15551
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15552
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15553
0
    return node;
15554
0
}
15555
15556
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15557
0
{
15558
0
    ImGuiContext& g = *ctx;
15559
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15560
15561
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15562
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15563
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15564
0
    IM_ASSERT(node->Windows.Size == 0);
15565
15566
0
    if (node->HostWindow)
15567
0
        node->HostWindow->DockNodeAsHost = NULL;
15568
15569
0
    ImGuiDockNode* parent_node = node->ParentNode;
15570
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15571
0
    if (merge)
15572
0
    {
15573
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15574
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15575
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15576
0
    }
15577
0
    else
15578
0
    {
15579
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15580
0
            if (parent_node->ChildNodes[n] == node)
15581
0
                node->ParentNode->ChildNodes[n] = NULL;
15582
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15583
0
        IM_DELETE(node);
15584
0
    }
15585
0
}
15586
15587
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15588
0
{
15589
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15590
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15591
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15592
0
}
15593
15594
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15595
struct ImGuiDockContextPruneNodeData
15596
{
15597
    int         CountWindows, CountChildWindows, CountChildNodes;
15598
    ImGuiID     RootId;
15599
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15600
};
15601
15602
// Garbage collect unused nodes (run once at init time)
15603
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15604
0
{
15605
0
    ImGuiContext& g = *ctx;
15606
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15607
0
    IM_ASSERT(g.Windows.Size == 0);
15608
15609
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15610
0
    pool.Reserve(dc->NodesSettings.Size);
15611
15612
    // Count child nodes and compute RootID
15613
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15614
0
    {
15615
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15616
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15617
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15618
0
        if (settings->ParentNodeId)
15619
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15620
0
    }
15621
15622
    // Count reference to dock ids from dockspaces
15623
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15624
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15625
0
    {
15626
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15627
0
        if (settings->ParentWindowId != 0)
15628
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15629
0
                if (window_settings->DockId)
15630
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15631
0
                        data->CountChildNodes++;
15632
0
    }
15633
15634
    // Count reference to dock ids from window settings
15635
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15636
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15637
0
        if (ImGuiID dock_id = settings->DockId)
15638
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15639
0
            {
15640
0
                data->CountWindows++;
15641
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15642
0
                    data_root->CountChildWindows++;
15643
0
            }
15644
15645
    // Prune
15646
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15647
0
    {
15648
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15649
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15650
0
        if (data->CountWindows > 1)
15651
0
            continue;
15652
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15653
15654
0
        bool remove = false;
15655
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15656
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15657
0
        remove |= (data_root->CountChildWindows == 0);
15658
0
        if (remove)
15659
0
        {
15660
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15661
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15662
0
            settings->ID = 0;
15663
0
        }
15664
0
    }
15665
0
}
15666
15667
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15668
0
{
15669
    // Build nodes
15670
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15671
0
    {
15672
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15673
0
        if (settings->ID == 0)
15674
0
            continue;
15675
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15676
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15677
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15678
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15679
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15680
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15681
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15682
0
            node->ParentNode->ChildNodes[0] = node;
15683
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15684
0
            node->ParentNode->ChildNodes[1] = node;
15685
0
        node->SelectedTabId = settings->SelectedTabId;
15686
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15687
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15688
15689
        // Bind host window immediately if it already exist (in case of a rebuild)
15690
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15691
0
        char host_window_title[20];
15692
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15693
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15694
0
    }
15695
0
}
15696
15697
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15698
0
{
15699
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15700
0
    ImGuiContext& g = *ctx;
15701
0
    for (ImGuiWindow* window : g.Windows)
15702
0
    {
15703
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15704
0
            continue;
15705
0
        if (window->DockNode != NULL)
15706
0
            continue;
15707
15708
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15709
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15710
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15711
0
            DockNodeAddWindow(node, window, true);
15712
0
    }
15713
0
}
15714
15715
//-----------------------------------------------------------------------------
15716
// Docking: ImGuiDockContext Docking/Undocking functions
15717
//-----------------------------------------------------------------------------
15718
// - DockContextQueueDock()
15719
// - DockContextQueueUndockWindow()
15720
// - DockContextQueueUndockNode()
15721
// - DockContextQueueNotifyRemovedNode()
15722
// - DockContextProcessDock()
15723
// - DockContextProcessUndockWindow()
15724
// - DockContextProcessUndockNode()
15725
// - DockContextCalcDropPosForDocking()
15726
//-----------------------------------------------------------------------------
15727
15728
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15729
0
{
15730
0
    IM_ASSERT(target != payload);
15731
0
    ImGuiDockRequest req;
15732
0
    req.Type = ImGuiDockRequestType_Dock;
15733
0
    req.DockTargetWindow = target;
15734
0
    req.DockTargetNode = target_node;
15735
0
    req.DockPayload = payload;
15736
0
    req.DockSplitDir = split_dir;
15737
0
    req.DockSplitRatio = split_ratio;
15738
0
    req.DockSplitOuter = split_outer;
15739
0
    ctx->DockContext.Requests.push_back(req);
15740
0
}
15741
15742
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15743
0
{
15744
0
    ImGuiDockRequest req;
15745
0
    req.Type = ImGuiDockRequestType_Undock;
15746
0
    req.UndockTargetWindow = window;
15747
0
    ctx->DockContext.Requests.push_back(req);
15748
0
}
15749
15750
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15751
0
{
15752
0
    ImGuiDockRequest req;
15753
0
    req.Type = ImGuiDockRequestType_Undock;
15754
0
    req.UndockTargetNode = node;
15755
0
    ctx->DockContext.Requests.push_back(req);
15756
0
}
15757
15758
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15759
0
{
15760
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15761
0
    for (ImGuiDockRequest& req : dc->Requests)
15762
0
        if (req.DockTargetNode == node)
15763
0
            req.Type = ImGuiDockRequestType_None;
15764
0
}
15765
15766
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15767
0
{
15768
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15769
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15770
15771
0
    ImGuiContext& g = *ctx;
15772
0
    IM_UNUSED(g);
15773
15774
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15775
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15776
0
    ImGuiDockNode* node = req->DockTargetNode;
15777
0
    if (payload_window)
15778
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15779
0
    else
15780
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15781
15782
    // Decide which Tab will be selected at the end of the operation
15783
0
    ImGuiID next_selected_id = 0;
15784
0
    ImGuiDockNode* payload_node = NULL;
15785
0
    if (payload_window)
15786
0
    {
15787
0
        payload_node = payload_window->DockNodeAsHost;
15788
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15789
0
        if (payload_node && payload_node->IsLeafNode())
15790
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15791
0
        if (payload_node == NULL)
15792
0
            next_selected_id = payload_window->TabId;
15793
0
    }
15794
15795
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15796
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15797
0
    if (node)
15798
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15799
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15800
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15801
15802
    // Create new node and add existing window to it
15803
0
    if (node == NULL)
15804
0
    {
15805
0
        node = DockContextAddNode(ctx, 0);
15806
0
        node->Pos = target_window->Pos;
15807
0
        node->Size = target_window->Size;
15808
0
        if (target_window->DockNodeAsHost == NULL)
15809
0
        {
15810
0
            DockNodeAddWindow(node, target_window, true);
15811
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15812
0
            target_window->DockIsActive = true;
15813
0
        }
15814
0
    }
15815
15816
0
    ImGuiDir split_dir = req->DockSplitDir;
15817
0
    if (split_dir != ImGuiDir_None)
15818
0
    {
15819
        // Split into two, one side will be our payload node unless we are dropping a loose window
15820
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15821
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15822
0
        const float split_ratio = req->DockSplitRatio;
15823
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15824
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15825
0
        new_node->HostWindow = node->HostWindow;
15826
0
        node = new_node;
15827
0
    }
15828
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15829
15830
0
    if (node != payload_node)
15831
0
    {
15832
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15833
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15834
0
        {
15835
0
            DockNodeAddTabBar(node);
15836
0
            for (int n = 0; n < node->Windows.Size; n++)
15837
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15838
0
        }
15839
15840
0
        if (payload_node != NULL)
15841
0
        {
15842
            // Transfer full payload node (with 1+ child windows or child nodes)
15843
0
            if (payload_node->IsSplitNode())
15844
0
            {
15845
0
                if (node->Windows.Size > 0)
15846
0
                {
15847
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15848
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15849
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15850
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15851
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15852
0
                    if (visible_node->TabBar)
15853
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15854
0
                    DockNodeMoveWindows(node, visible_node);
15855
0
                    DockNodeMoveWindows(visible_node, node);
15856
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15857
0
                }
15858
0
                if (node->IsCentralNode())
15859
0
                {
15860
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15861
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15862
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15863
0
                    IM_ASSERT(last_focused_node != NULL);
15864
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15865
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15866
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15867
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15868
0
                    last_focused_root_node->CentralNode = last_focused_node;
15869
0
                }
15870
15871
0
                IM_ASSERT(node->Windows.Size == 0);
15872
0
                DockNodeMoveChildNodes(node, payload_node);
15873
0
            }
15874
0
            else
15875
0
            {
15876
0
                const ImGuiID payload_dock_id = payload_node->ID;
15877
0
                DockNodeMoveWindows(node, payload_node);
15878
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15879
0
            }
15880
0
            DockContextRemoveNode(ctx, payload_node, true);
15881
0
        }
15882
0
        else if (payload_window)
15883
0
        {
15884
            // Transfer single window
15885
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15886
0
            node->VisibleWindow = payload_window;
15887
0
            DockNodeAddWindow(node, payload_window, true);
15888
0
            if (payload_dock_id != 0)
15889
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15890
0
        }
15891
0
    }
15892
0
    else
15893
0
    {
15894
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15895
0
        node->WantHiddenTabBarUpdate = true;
15896
0
    }
15897
15898
    // Update selection immediately
15899
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15900
0
        tab_bar->NextSelectedTabId = next_selected_id;
15901
0
    MarkIniSettingsDirty();
15902
0
}
15903
15904
// Problem:
15905
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15906
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15907
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15908
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15909
// Solution:
15910
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15911
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15912
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15913
0
{
15914
0
    if (ref_viewport == NULL)
15915
0
        return size;
15916
15917
0
    ImGuiContext& g = *GImGui;
15918
0
    ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
15919
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15920
0
    {
15921
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15922
0
        max_size = ImTrunc(monitor->WorkSize * 0.90f);
15923
0
    }
15924
0
    return ImMin(size, max_size);
15925
0
}
15926
15927
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15928
0
{
15929
0
    ImGuiContext& g = *ctx;
15930
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15931
0
    if (window->DockNode)
15932
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15933
0
    else
15934
0
        window->DockId = 0;
15935
0
    window->Collapsed = false;
15936
0
    window->DockIsActive = false;
15937
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15938
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15939
15940
0
    MarkIniSettingsDirty();
15941
0
}
15942
15943
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15944
0
{
15945
0
    ImGuiContext& g = *ctx;
15946
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15947
0
    IM_ASSERT(node->IsLeafNode());
15948
0
    IM_ASSERT(node->Windows.Size >= 1);
15949
15950
0
    if (node->IsRootNode() || node->IsCentralNode())
15951
0
    {
15952
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15953
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15954
0
        new_node->Pos = node->Pos;
15955
0
        new_node->Size = node->Size;
15956
0
        new_node->SizeRef = node->SizeRef;
15957
0
        DockNodeMoveWindows(new_node, node);
15958
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15959
0
        node = new_node;
15960
0
    }
15961
0
    else
15962
0
    {
15963
        // Otherwise extract our node and merge our sibling back into the parent node.
15964
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15965
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15966
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15967
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15968
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15969
0
        node->ParentNode = NULL;
15970
0
    }
15971
0
    for (ImGuiWindow* window : node->Windows)
15972
0
    {
15973
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15974
0
        if (window->ParentWindow)
15975
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15976
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15977
0
    }
15978
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15979
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15980
0
    node->WantMouseMove = true;
15981
0
    MarkIniSettingsDirty();
15982
0
}
15983
15984
// This is mostly used for automation.
15985
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
15986
0
{
15987
0
    if (target != NULL && target_node == NULL)
15988
0
        target_node = target->DockNode;
15989
15990
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
15991
    // (which would be functionally identical) we only show the outer one. Reflect this here.
15992
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
15993
0
        split_outer = true;
15994
0
    ImGuiDockPreviewData split_data;
15995
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
15996
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
15997
0
        return false;
15998
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
15999
0
    return true;
16000
0
}
16001
16002
//-----------------------------------------------------------------------------
16003
// Docking: ImGuiDockNode
16004
//-----------------------------------------------------------------------------
16005
// - DockNodeGetTabOrder()
16006
// - DockNodeAddWindow()
16007
// - DockNodeRemoveWindow()
16008
// - DockNodeMoveChildNodes()
16009
// - DockNodeMoveWindows()
16010
// - DockNodeApplyPosSizeToWindows()
16011
// - DockNodeHideHostWindow()
16012
// - ImGuiDockNodeFindInfoResults
16013
// - DockNodeFindInfo()
16014
// - DockNodeFindWindowByID()
16015
// - DockNodeUpdateFlagsAndCollapse()
16016
// - DockNodeUpdateHasCentralNodeFlag()
16017
// - DockNodeUpdateVisibleFlag()
16018
// - DockNodeStartMouseMovingWindow()
16019
// - DockNodeUpdate()
16020
// - DockNodeUpdateWindowMenu()
16021
// - DockNodeBeginAmendTabBar()
16022
// - DockNodeEndAmendTabBar()
16023
// - DockNodeUpdateTabBar()
16024
// - DockNodeAddTabBar()
16025
// - DockNodeRemoveTabBar()
16026
// - DockNodeIsDropAllowedOne()
16027
// - DockNodeIsDropAllowed()
16028
// - DockNodeCalcTabBarLayout()
16029
// - DockNodeCalcSplitRects()
16030
// - DockNodeCalcDropRectsAndTestMousePos()
16031
// - DockNodePreviewDockSetup()
16032
// - DockNodePreviewDockRender()
16033
//-----------------------------------------------------------------------------
16034
16035
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
16036
0
{
16037
0
    ID = id;
16038
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
16039
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
16040
0
    TabBar = NULL;
16041
0
    SplitAxis = ImGuiAxis_None;
16042
16043
0
    State = ImGuiDockNodeState_Unknown;
16044
0
    LastBgColor = IM_COL32_WHITE;
16045
0
    HostWindow = VisibleWindow = NULL;
16046
0
    CentralNode = OnlyNodeWithWindows = NULL;
16047
0
    CountNodeWithWindows = 0;
16048
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
16049
0
    LastFocusedNodeId = 0;
16050
0
    SelectedTabId = 0;
16051
0
    WantCloseTabId = 0;
16052
0
    RefViewportId = 0;
16053
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
16054
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
16055
0
    IsVisible = true;
16056
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
16057
0
    IsBgDrawnThisFrame = false;
16058
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
16059
0
}
16060
16061
ImGuiDockNode::~ImGuiDockNode()
16062
0
{
16063
0
    IM_DELETE(TabBar);
16064
0
    TabBar = NULL;
16065
0
    ChildNodes[0] = ChildNodes[1] = NULL;
16066
0
}
16067
16068
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
16069
0
{
16070
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
16071
0
    if (tab_bar == NULL)
16072
0
        return -1;
16073
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
16074
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
16075
0
}
16076
16077
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
16078
0
{
16079
0
    window->Hidden = true;
16080
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
16081
0
}
16082
16083
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
16084
0
{
16085
0
    ImGuiContext& g = *GImGui; (void)g;
16086
0
    if (window->DockNode)
16087
0
    {
16088
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
16089
0
        IM_ASSERT(window->DockNode->ID != node->ID);
16090
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
16091
0
    }
16092
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
16093
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16094
16095
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
16096
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
16097
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
16098
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
16099
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
16100
16101
0
    node->Windows.push_back(window);
16102
0
    node->WantHiddenTabBarUpdate = true;
16103
0
    window->DockNode = node;
16104
0
    window->DockId = node->ID;
16105
0
    window->DockIsActive = (node->Windows.Size > 1);
16106
0
    window->DockTabWantClose = false;
16107
16108
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
16109
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
16110
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
16111
0
    {
16112
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
16113
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
16114
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
16115
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
16116
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
16117
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
16118
0
    }
16119
16120
    // Add to tab bar if requested
16121
0
    if (add_to_tab_bar)
16122
0
    {
16123
0
        if (node->TabBar == NULL)
16124
0
        {
16125
0
            DockNodeAddTabBar(node);
16126
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
16127
16128
            // Add existing windows
16129
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
16130
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16131
0
        }
16132
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
16133
0
    }
16134
16135
0
    DockNodeUpdateVisibleFlag(node);
16136
16137
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
16138
0
    if (node->HostWindow)
16139
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
16140
0
}
16141
16142
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
16143
0
{
16144
0
    ImGuiContext& g = *GImGui;
16145
0
    IM_ASSERT(window->DockNode == node);
16146
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
16147
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
16148
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
16149
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16150
16151
0
    window->DockNode = NULL;
16152
0
    window->DockIsActive = window->DockTabWantClose = false;
16153
0
    window->DockId = save_dock_id;
16154
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16155
0
    if (window->ParentWindow)
16156
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
16157
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
16158
16159
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
16160
0
    {
16161
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
16162
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
16163
0
        window->Viewport = NULL;
16164
0
        window->ViewportId = 0;
16165
0
        window->ViewportOwned = false;
16166
0
        window->Hidden = true;
16167
0
    }
16168
16169
    // Remove window
16170
0
    bool erased = false;
16171
0
    for (int n = 0; n < node->Windows.Size; n++)
16172
0
        if (node->Windows[n] == window)
16173
0
        {
16174
0
            node->Windows.erase(node->Windows.Data + n);
16175
0
            erased = true;
16176
0
            break;
16177
0
        }
16178
0
    if (!erased)
16179
0
        IM_ASSERT(erased);
16180
0
    if (node->VisibleWindow == window)
16181
0
        node->VisibleWindow = NULL;
16182
16183
    // Remove tab and possibly tab bar
16184
0
    node->WantHiddenTabBarUpdate = true;
16185
0
    if (node->TabBar)
16186
0
    {
16187
0
        TabBarRemoveTab(node->TabBar, window->TabId);
16188
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
16189
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
16190
0
            DockNodeRemoveTabBar(node);
16191
0
    }
16192
16193
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
16194
0
    {
16195
        // Automatic dock node delete themselves if they are not holding at least one tab
16196
0
        DockContextRemoveNode(&g, node, true);
16197
0
        return;
16198
0
    }
16199
16200
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
16201
0
    {
16202
0
        ImGuiWindow* remaining_window = node->Windows[0];
16203
        // Note: we used to transport viewport ownership here.
16204
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
16205
0
    }
16206
16207
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
16208
0
    DockNodeUpdateVisibleFlag(node);
16209
0
}
16210
16211
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16212
0
{
16213
0
    IM_ASSERT(dst_node->Windows.Size == 0);
16214
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
16215
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
16216
0
    if (dst_node->ChildNodes[0])
16217
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
16218
0
    if (dst_node->ChildNodes[1])
16219
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
16220
0
    dst_node->SplitAxis = src_node->SplitAxis;
16221
0
    dst_node->SizeRef = src_node->SizeRef;
16222
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
16223
0
}
16224
16225
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16226
0
{
16227
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
16228
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
16229
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
16230
0
    if (src_tab_bar != NULL)
16231
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
16232
16233
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
16234
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
16235
0
    if (move_tab_bar)
16236
0
    {
16237
0
        dst_node->TabBar = src_node->TabBar;
16238
0
        src_node->TabBar = NULL;
16239
0
    }
16240
16241
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
16242
0
    for (ImGuiWindow* window : src_node->Windows)
16243
0
    {
16244
0
        window->DockNode = NULL;
16245
0
        window->DockIsActive = false;
16246
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
16247
0
    }
16248
0
    src_node->Windows.clear();
16249
16250
0
    if (!move_tab_bar && src_node->TabBar)
16251
0
    {
16252
0
        if (dst_node->TabBar)
16253
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
16254
0
        DockNodeRemoveTabBar(src_node);
16255
0
    }
16256
0
}
16257
16258
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
16259
0
{
16260
0
    for (ImGuiWindow* window : node->Windows)
16261
0
    {
16262
0
        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16263
0
        SetWindowSize(window, node->Size, ImGuiCond_Always);
16264
0
    }
16265
0
}
16266
16267
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16268
0
{
16269
0
    if (node->HostWindow)
16270
0
    {
16271
0
        if (node->HostWindow->DockNodeAsHost == node)
16272
0
            node->HostWindow->DockNodeAsHost = NULL;
16273
0
        node->HostWindow = NULL;
16274
0
    }
16275
16276
0
    if (node->Windows.Size == 1)
16277
0
    {
16278
0
        node->VisibleWindow = node->Windows[0];
16279
0
        node->Windows[0]->DockIsActive = false;
16280
0
    }
16281
16282
0
    if (node->TabBar)
16283
0
        DockNodeRemoveTabBar(node);
16284
0
}
16285
16286
// Search function called once by root node in DockNodeUpdate()
16287
struct ImGuiDockNodeTreeInfo
16288
{
16289
    ImGuiDockNode*      CentralNode;
16290
    ImGuiDockNode*      FirstNodeWithWindows;
16291
    int                 CountNodesWithWindows;
16292
    //ImGuiWindowClass  WindowClassForMerges;
16293
16294
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16295
};
16296
16297
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16298
0
{
16299
0
    if (node->Windows.Size > 0)
16300
0
    {
16301
0
        if (info->FirstNodeWithWindows == NULL)
16302
0
            info->FirstNodeWithWindows = node;
16303
0
        info->CountNodesWithWindows++;
16304
0
    }
16305
0
    if (node->IsCentralNode())
16306
0
    {
16307
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16308
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16309
0
        info->CentralNode = node;
16310
0
    }
16311
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16312
0
        return;
16313
0
    if (node->ChildNodes[0])
16314
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16315
0
    if (node->ChildNodes[1])
16316
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16317
0
}
16318
16319
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16320
0
{
16321
0
    IM_ASSERT(id != 0);
16322
0
    for (ImGuiWindow* window : node->Windows)
16323
0
        if (window->ID == id)
16324
0
            return window;
16325
0
    return NULL;
16326
0
}
16327
16328
// - Remove inactive windows/nodes.
16329
// - Update visibility flag.
16330
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16331
0
{
16332
0
    ImGuiContext& g = *GImGui;
16333
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16334
16335
    // Inherit most flags
16336
0
    if (node->ParentNode)
16337
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16338
16339
    // Recurse into children
16340
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16341
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16342
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16343
0
    node->HasCentralNodeChild = false;
16344
0
    if (node->ChildNodes[0])
16345
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16346
0
    if (node->ChildNodes[1])
16347
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16348
16349
    // Remove inactive windows, collapse nodes
16350
    // Merge node flags overrides stored in windows
16351
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16352
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16353
0
    {
16354
0
        ImGuiWindow* window = node->Windows[window_n];
16355
0
        IM_ASSERT(window->DockNode == node);
16356
16357
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16358
0
        bool remove = false;
16359
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16360
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16361
0
        remove |= (window->DockTabWantClose);
16362
0
        if (remove)
16363
0
        {
16364
0
            window->DockTabWantClose = false;
16365
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16366
0
            {
16367
0
                DockNodeHideHostWindow(node);
16368
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16369
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16370
0
                return;
16371
0
            }
16372
0
            DockNodeRemoveWindow(node, window, node->ID);
16373
0
            window_n--;
16374
0
            continue;
16375
0
        }
16376
16377
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16378
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16379
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16380
0
    }
16381
0
    node->UpdateMergedFlags();
16382
16383
    // Auto-hide tab bar option
16384
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16385
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16386
0
        node->WantHiddenTabBarToggle = true;
16387
0
    node->WantHiddenTabBarUpdate = false;
16388
16389
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16390
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16391
0
        node->WantHiddenTabBarToggle = false;
16392
16393
    // Apply toggles at a single point of the frame (here!)
16394
0
    if (node->Windows.Size > 1)
16395
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16396
0
    else if (node->WantHiddenTabBarToggle)
16397
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16398
0
    node->WantHiddenTabBarToggle = false;
16399
16400
0
    DockNodeUpdateVisibleFlag(node);
16401
0
}
16402
16403
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16404
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16405
0
{
16406
0
    node->HasCentralNodeChild = false;
16407
0
    if (node->ChildNodes[0])
16408
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16409
0
    if (node->ChildNodes[1])
16410
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16411
0
    if (node->IsRootNode())
16412
0
    {
16413
0
        ImGuiDockNode* mark_node = node->CentralNode;
16414
0
        while (mark_node)
16415
0
        {
16416
0
            mark_node->HasCentralNodeChild = true;
16417
0
            mark_node = mark_node->ParentNode;
16418
0
        }
16419
0
    }
16420
0
}
16421
16422
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16423
0
{
16424
    // Update visibility flag
16425
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16426
0
    is_visible |= (node->Windows.Size > 0);
16427
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16428
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16429
0
    node->IsVisible = is_visible;
16430
0
}
16431
16432
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16433
0
{
16434
0
    ImGuiContext& g = *GImGui;
16435
0
    IM_ASSERT(node->WantMouseMove == true);
16436
0
    StartMouseMovingWindow(window);
16437
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16438
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16439
0
    node->WantMouseMove = false;
16440
0
}
16441
16442
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16443
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16444
0
{
16445
0
    DockNodeUpdateFlagsAndCollapse(node);
16446
16447
    // - Setup central node pointers
16448
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16449
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16450
0
    ImGuiDockNodeTreeInfo info;
16451
0
    DockNodeFindInfo(node, &info);
16452
0
    node->CentralNode = info.CentralNode;
16453
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16454
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16455
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16456
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16457
16458
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16459
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16460
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16461
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16462
0
    {
16463
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16464
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16465
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16466
0
            {
16467
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16468
0
                break;
16469
0
            }
16470
0
    }
16471
16472
0
    ImGuiDockNode* mark_node = node->CentralNode;
16473
0
    while (mark_node)
16474
0
    {
16475
0
        mark_node->HasCentralNodeChild = true;
16476
0
        mark_node = mark_node->ParentNode;
16477
0
    }
16478
0
}
16479
16480
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16481
0
{
16482
    // Remove ourselves from any previous different host window
16483
    // This can happen if a user mistakenly does (see #4295 for details):
16484
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16485
    //  - N+1: NewFrame()                   // will create floating host window for that node
16486
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16487
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16488
0
        node->HostWindow->DockNodeAsHost = NULL;
16489
16490
0
    host_window->DockNodeAsHost = node;
16491
0
    node->HostWindow = host_window;
16492
0
}
16493
16494
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16495
0
{
16496
0
    ImGuiContext& g = *GImGui;
16497
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16498
0
    node->LastFrameAlive = g.FrameCount;
16499
0
    node->IsBgDrawnThisFrame = false;
16500
16501
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16502
0
    if (node->IsRootNode())
16503
0
        DockNodeUpdateForRootNode(node);
16504
16505
    // Remove tab bar if not needed
16506
0
    if (node->TabBar && node->IsNoTabBar())
16507
0
        DockNodeRemoveTabBar(node);
16508
16509
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16510
0
    bool want_to_hide_host_window = false;
16511
0
    if (node->IsFloatingNode())
16512
0
    {
16513
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16514
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16515
0
                want_to_hide_host_window = true;
16516
0
        if (node->CountNodeWithWindows == 0)
16517
0
            want_to_hide_host_window = true;
16518
0
    }
16519
0
    if (want_to_hide_host_window)
16520
0
    {
16521
0
        if (node->Windows.Size == 1)
16522
0
        {
16523
            // Floating window pos/size is authoritative
16524
0
            ImGuiWindow* single_window = node->Windows[0];
16525
0
            node->Pos = single_window->Pos;
16526
0
            node->Size = single_window->SizeFull;
16527
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16528
16529
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16530
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16531
0
                FocusWindow(single_window);
16532
0
            if (node->HostWindow)
16533
0
            {
16534
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16535
0
                single_window->Viewport = node->HostWindow->Viewport;
16536
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16537
0
                if (node->HostWindow->ViewportOwned)
16538
0
                {
16539
0
                    single_window->Viewport->ID = single_window->ID;
16540
0
                    single_window->Viewport->Window = single_window;
16541
0
                    single_window->ViewportOwned = true;
16542
0
                }
16543
0
            }
16544
0
            node->RefViewportId = single_window->ViewportId;
16545
0
        }
16546
16547
0
        DockNodeHideHostWindow(node);
16548
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16549
0
        node->WantCloseAll = false;
16550
0
        node->WantCloseTabId = 0;
16551
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16552
0
        node->LastFrameActive = g.FrameCount;
16553
16554
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16555
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16556
0
        return;
16557
0
    }
16558
16559
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16560
    // while the expected visible window is resizing itself.
16561
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16562
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16563
    //   N+0: Begin(): window created (with no known size), node is created
16564
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16565
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16566
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16567
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16568
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16569
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16570
0
    {
16571
0
        IM_ASSERT(node->Windows.Size > 0);
16572
0
        ImGuiWindow* ref_window = NULL;
16573
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16574
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16575
0
        if (ref_window == NULL)
16576
0
            ref_window = node->Windows[0];
16577
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16578
0
        {
16579
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16580
0
            return;
16581
0
        }
16582
0
    }
16583
16584
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16585
16586
    // Decide if the node will have a close button and a window menu button
16587
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16588
0
    node->HasCloseButton = false;
16589
0
    for (ImGuiWindow* window : node->Windows)
16590
0
    {
16591
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16592
0
        node->HasCloseButton |= window->HasCloseButton;
16593
0
        window->DockIsActive = (node->Windows.Size > 1);
16594
0
    }
16595
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16596
0
        node->HasCloseButton = false;
16597
16598
    // Bind or create host window
16599
0
    ImGuiWindow* host_window = NULL;
16600
0
    bool beginned_into_host_window = false;
16601
0
    if (node->IsDockSpace())
16602
0
    {
16603
        // [Explicit root dockspace node]
16604
0
        IM_ASSERT(node->HostWindow);
16605
0
        host_window = node->HostWindow;
16606
0
    }
16607
0
    else
16608
0
    {
16609
        // [Automatic root or child nodes]
16610
0
        if (node->IsRootNode() && node->IsVisible)
16611
0
        {
16612
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16613
16614
            // Sync Pos
16615
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16616
0
                SetNextWindowPos(ref_window->Pos);
16617
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16618
0
                SetNextWindowPos(node->Pos);
16619
16620
            // Sync Size
16621
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16622
0
                SetNextWindowSize(ref_window->SizeFull);
16623
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16624
0
                SetNextWindowSize(node->Size);
16625
16626
            // Sync Collapsed
16627
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16628
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16629
16630
            // Sync Viewport
16631
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16632
0
                SetNextWindowViewport(ref_window->ViewportId);
16633
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16634
0
                SetNextWindowViewport(node->RefViewportId);
16635
16636
0
            SetNextWindowClass(&node->WindowClass);
16637
16638
            // Begin into the host window
16639
0
            char window_label[20];
16640
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16641
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16642
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16643
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16644
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16645
16646
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16647
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16648
0
            Begin(window_label, NULL, window_flags);
16649
0
            PopStyleVar();
16650
0
            beginned_into_host_window = true;
16651
16652
0
            host_window = g.CurrentWindow;
16653
0
            DockNodeSetupHostWindow(node, host_window);
16654
0
            host_window->DC.CursorPos = host_window->Pos;
16655
0
            node->Pos = host_window->Pos;
16656
0
            node->Size = host_window->Size;
16657
16658
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16659
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16660
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16661
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16662
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16663
            // after the dock host window, losing their top-most status.
16664
0
            if (node->HostWindow->Appearing)
16665
0
                BringWindowToDisplayFront(node->HostWindow);
16666
16667
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16668
0
        }
16669
0
        else if (node->ParentNode)
16670
0
        {
16671
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16672
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16673
0
        }
16674
0
        if (node->WantMouseMove && node->HostWindow)
16675
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16676
0
    }
16677
0
    node->RefViewportId = 0; // Clear when we have a host window
16678
16679
    // Update focused node (the one whose title bar is highlight) within a node tree
16680
0
    if (node->IsSplitNode())
16681
0
        IM_ASSERT(node->TabBar == NULL);
16682
0
    if (node->IsRootNode())
16683
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16684
0
            while (p_window != NULL && p_window->DockNode != NULL)
16685
0
            {
16686
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16687
0
                if (p_node == node)
16688
0
                {
16689
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16690
0
                    break;
16691
0
                }
16692
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16693
0
            }
16694
16695
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16696
0
    ImGuiDockNode* central_node = node->CentralNode;
16697
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16698
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16699
0
    if (central_node_hole)
16700
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16701
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16702
0
                central_node_hole_register_hit_test_hole = false;
16703
0
    if (central_node_hole_register_hit_test_hole)
16704
0
    {
16705
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16706
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16707
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16708
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16709
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16710
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16711
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16712
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16713
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16714
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16715
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16716
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16717
0
        if (central_node_hole && !hole_rect.IsInverted())
16718
0
        {
16719
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16720
0
            if (host_window->ParentWindow)
16721
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16722
0
        }
16723
0
    }
16724
16725
    // Update position/size, process and draw resizing splitters
16726
0
    if (node->IsRootNode() && host_window)
16727
0
    {
16728
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16729
0
        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
16730
0
        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
16731
0
        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
16732
0
        DockNodeTreeUpdateSplitter(node);
16733
0
        PopStyleColor(3);
16734
0
    }
16735
16736
    // Draw empty node background (currently can only be the Central Node)
16737
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16738
0
    {
16739
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16740
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16741
0
        if (node->LastBgColor != 0)
16742
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16743
0
        node->IsBgDrawnThisFrame = true;
16744
0
    }
16745
16746
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16747
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16748
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16749
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16750
0
    if (render_dockspace_bg && node->IsVisible)
16751
0
    {
16752
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16753
0
        if (central_node_hole)
16754
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16755
0
        else
16756
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16757
0
    }
16758
16759
    // Draw and populate Tab Bar
16760
0
    if (host_window)
16761
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16762
0
    if (host_window && node->Windows.Size > 0)
16763
0
    {
16764
0
        DockNodeUpdateTabBar(node, host_window);
16765
0
    }
16766
0
    else
16767
0
    {
16768
0
        node->WantCloseAll = false;
16769
0
        node->WantCloseTabId = 0;
16770
0
        node->IsFocused = false;
16771
0
    }
16772
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16773
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16774
0
    else if (node->Windows.Size > 0)
16775
0
        node->SelectedTabId = node->Windows[0]->TabId;
16776
16777
    // Draw payload drop target
16778
0
    if (host_window && node->IsVisible)
16779
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16780
0
            BeginDockableDragDropTarget(host_window);
16781
16782
    // We update this after DockNodeUpdateTabBar()
16783
0
    node->LastFrameActive = g.FrameCount;
16784
16785
    // Recurse into children
16786
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16787
0
    if (host_window)
16788
0
    {
16789
0
        if (node->ChildNodes[0])
16790
0
            DockNodeUpdate(node->ChildNodes[0]);
16791
0
        if (node->ChildNodes[1])
16792
0
            DockNodeUpdate(node->ChildNodes[1]);
16793
16794
        // Render outer borders last (after the tab bar)
16795
0
        if (node->IsRootNode())
16796
0
            RenderWindowOuterBorders(host_window);
16797
0
    }
16798
16799
    // End host window
16800
0
    if (beginned_into_host_window) //-V1020
16801
0
        End();
16802
0
}
16803
16804
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16805
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16806
0
{
16807
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16808
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16809
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16810
0
        return d;
16811
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16812
0
}
16813
16814
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16815
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16816
// Custom overrides may want to decorate, group, sort entries.
16817
// Please note those are internal structures: if you copy this expect occasional breakage.
16818
// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
16819
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16820
0
{
16821
0
    IM_UNUSED(ctx);
16822
0
    if (tab_bar->Tabs.Size == 1)
16823
0
    {
16824
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16825
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16826
0
            node->WantHiddenTabBarToggle = true;
16827
0
    }
16828
0
    else
16829
0
    {
16830
        // Display a selectable list of windows in this docking node
16831
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16832
0
        {
16833
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16834
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16835
0
                continue;
16836
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16837
0
                TabBarQueueFocus(tab_bar, tab);
16838
0
            SameLine();
16839
0
            Text("   ");
16840
0
        }
16841
0
    }
16842
0
}
16843
16844
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16845
0
{
16846
    // Try to position the menu so it is more likely to stays within the same viewport
16847
0
    ImGuiContext& g = *GImGui;
16848
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16849
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16850
0
    else
16851
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16852
0
    if (BeginPopup("#WindowMenu"))
16853
0
    {
16854
0
        node->IsFocused = true;
16855
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16856
0
        EndPopup();
16857
0
    }
16858
0
}
16859
16860
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16861
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16862
0
{
16863
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16864
0
        return false;
16865
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16866
0
        return false;
16867
0
    if (node->TabBar->ID == 0)
16868
0
        return false;
16869
0
    Begin(node->HostWindow->Name);
16870
0
    PushOverrideID(node->ID);
16871
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
16872
0
    IM_UNUSED(ret);
16873
0
    IM_ASSERT(ret);
16874
0
    return true;
16875
0
}
16876
16877
void ImGui::DockNodeEndAmendTabBar()
16878
0
{
16879
0
    EndTabBar();
16880
0
    PopID();
16881
0
    End();
16882
0
}
16883
16884
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16885
0
{
16886
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16887
0
    ImGuiContext& g = *GImGui;
16888
0
    if (g.NavWindowingTarget)
16889
0
        return (g.NavWindowingTarget->DockNode == node);
16890
16891
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16892
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16893
0
    {
16894
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16895
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16896
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16897
0
            parent_window = parent_window->ParentWindow->RootWindow;
16898
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16899
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16900
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16901
0
                return true;
16902
0
    }
16903
0
    return false;
16904
0
}
16905
16906
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16907
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16908
0
{
16909
0
    ImGuiContext& g = *GImGui;
16910
0
    ImGuiStyle& style = g.Style;
16911
16912
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16913
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16914
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16915
0
    node->WantCloseAll = false;
16916
0
    node->WantCloseTabId = 0;
16917
16918
    // Decide if we should use a focused title bar color
16919
0
    bool is_focused = false;
16920
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16921
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16922
0
        is_focused = true;
16923
16924
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16925
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16926
0
    {
16927
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16928
0
        node->IsFocused = is_focused;
16929
0
        if (is_focused)
16930
0
            node->LastFrameFocused = g.FrameCount;
16931
0
        if (node->VisibleWindow)
16932
0
        {
16933
            // Notify root of visible window (used to display title in OS task bar)
16934
0
            if (is_focused || root_node->VisibleWindow == NULL)
16935
0
                root_node->VisibleWindow = node->VisibleWindow;
16936
0
            if (node->TabBar)
16937
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16938
0
        }
16939
0
        return;
16940
0
    }
16941
16942
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16943
0
    bool backup_skip_item = host_window->SkipItems;
16944
0
    if (!node->IsDockSpace())
16945
0
    {
16946
0
        host_window->SkipItems = false;
16947
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16948
0
    }
16949
16950
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16951
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16952
    // as docked windows themselves will override the stack with their own root ID.
16953
0
    PushOverrideID(node->ID);
16954
0
    ImGuiTabBar* tab_bar = node->TabBar;
16955
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16956
0
    if (tab_bar == NULL)
16957
0
    {
16958
0
        DockNodeAddTabBar(node);
16959
0
        tab_bar = node->TabBar;
16960
0
    }
16961
16962
0
    ImGuiID focus_tab_id = 0;
16963
0
    node->IsFocused = is_focused;
16964
16965
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16966
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16967
16968
    // In a dock node, the Collapse Button turns into the Window Menu button.
16969
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16970
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16971
0
    {
16972
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
16973
0
        DockNodeWindowMenuUpdate(node, tab_bar);
16974
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
16975
0
            focus_tab_id = tab_bar->NextSelectedTabId;
16976
0
        is_focused |= node->IsFocused;
16977
0
    }
16978
16979
    // Layout
16980
0
    ImRect title_bar_rect, tab_bar_rect;
16981
0
    ImVec2 window_menu_button_pos;
16982
0
    ImVec2 close_button_pos;
16983
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
16984
16985
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
16986
0
    const int tabs_count_old = tab_bar->Tabs.Size;
16987
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16988
0
    {
16989
0
        ImGuiWindow* window = node->Windows[window_n];
16990
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
16991
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
16992
0
    }
16993
16994
    // Title bar
16995
0
    if (is_focused)
16996
0
        node->LastFrameFocused = g.FrameCount;
16997
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
16998
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
16999
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
17000
17001
    // Docking/Collapse button
17002
0
    if (has_window_menu_button)
17003
0
    {
17004
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
17005
0
            OpenPopup("#WindowMenu");
17006
0
        if (IsItemActive())
17007
0
            focus_tab_id = tab_bar->SelectedTabId;
17008
0
        if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f)
17009
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode));
17010
0
    }
17011
17012
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
17013
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
17014
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
17015
0
    {
17016
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
17017
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
17018
0
        tabs_unsorted_start = tab_n;
17019
0
    }
17020
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
17021
0
    {
17022
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
17023
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
17024
0
        {
17025
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17026
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
17027
0
        }
17028
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
17029
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
17030
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
17031
0
    }
17032
17033
    // Apply NavWindow focus back to the tab bar
17034
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
17035
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
17036
17037
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
17038
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
17039
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
17040
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
17041
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
17042
17043
    // Begin tab bar
17044
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
17045
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
17046
0
    if (!host_window->Collapsed && is_focused)
17047
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
17048
0
    tab_bar->ID = GetID("#TabBar");
17049
0
    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
17050
0
    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
17051
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
17052
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
17053
17054
    // Backup style colors
17055
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
17056
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17057
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
17058
17059
    // Submit actual tabs
17060
0
    node->VisibleWindow = NULL;
17061
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17062
0
    {
17063
0
        ImGuiWindow* window = node->Windows[window_n];
17064
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
17065
0
            continue;
17066
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
17067
0
        {
17068
0
            ImGuiTabItemFlags tab_item_flags = 0;
17069
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
17070
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
17071
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
17072
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
17073
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
17074
17075
            // Apply stored style overrides for the window
17076
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17077
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
17078
17079
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
17080
0
            bool tab_open = true;
17081
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
17082
0
            if (!tab_open)
17083
0
                node->WantCloseTabId = window->TabId;
17084
0
            if (tab_bar->VisibleTabId == window->TabId)
17085
0
                node->VisibleWindow = window;
17086
17087
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
17088
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
17089
0
            window->DockTabItemRect = g.LastItemData.Rect;
17090
17091
            // Update navigation ID on menu layer
17092
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
17093
0
                host_window->NavLastIds[1] = window->TabId;
17094
0
        }
17095
0
    }
17096
17097
    // Restore style colors
17098
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17099
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
17100
17101
    // Notify root of visible window (used to display title in OS task bar)
17102
0
    if (node->VisibleWindow)
17103
0
        if (is_focused || root_node->VisibleWindow == NULL)
17104
0
            root_node->VisibleWindow = node->VisibleWindow;
17105
17106
    // Close button (after VisibleWindow was updated)
17107
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
17108
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
17109
0
    const bool close_button_is_visible = node->HasCloseButton;
17110
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
17111
0
    if (close_button_is_visible)
17112
0
    {
17113
0
        if (!close_button_is_enabled)
17114
0
        {
17115
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
17116
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
17117
0
        }
17118
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
17119
0
        {
17120
0
            node->WantCloseAll = true;
17121
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
17122
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
17123
0
        }
17124
        //if (IsItemActive())
17125
        //    focus_tab_id = tab_bar->SelectedTabId;
17126
0
        if (!close_button_is_enabled)
17127
0
        {
17128
0
            PopStyleColor();
17129
0
            PopItemFlag();
17130
0
        }
17131
0
    }
17132
17133
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
17134
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
17135
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
17136
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
17137
0
    {
17138
        // AllowOverlap mode required for appending into dock node tab bar,
17139
        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
17140
0
        bool held;
17141
0
        KeepAliveID(title_bar_id);
17142
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
17143
0
        if (g.HoveredId == title_bar_id)
17144
0
        {
17145
0
            g.LastItemData.ID = title_bar_id;
17146
0
        }
17147
0
        if (held)
17148
0
        {
17149
0
            if (IsMouseClicked(0))
17150
0
                focus_tab_id = tab_bar->SelectedTabId;
17151
17152
            // Forward moving request to selected window
17153
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
17154
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space
17155
0
        }
17156
0
    }
17157
17158
    // Forward focus from host node to selected window
17159
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
17160
    //    focus_tab_id = tab_bar->SelectedTabId;
17161
17162
    // When clicked on a tab we requested focus to the docked child
17163
    // This overrides the value set by "forward focus from host node to selected window".
17164
0
    if (tab_bar->NextSelectedTabId)
17165
0
        focus_tab_id = tab_bar->NextSelectedTabId;
17166
17167
    // Apply navigation focus
17168
0
    if (focus_tab_id != 0)
17169
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
17170
0
            if (tab->Window)
17171
0
            {
17172
0
                FocusWindow(tab->Window);
17173
0
                NavInitWindow(tab->Window, false);
17174
0
            }
17175
17176
0
    EndTabBar();
17177
0
    PopID();
17178
17179
    // Restore SkipItems flag
17180
0
    if (!node->IsDockSpace())
17181
0
    {
17182
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
17183
0
        host_window->SkipItems = backup_skip_item;
17184
0
    }
17185
0
}
17186
17187
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
17188
0
{
17189
0
    IM_ASSERT(node->TabBar == NULL);
17190
0
    node->TabBar = IM_NEW(ImGuiTabBar);
17191
0
}
17192
17193
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
17194
0
{
17195
0
    if (node->TabBar == NULL)
17196
0
        return;
17197
0
    IM_DELETE(node->TabBar);
17198
0
    node->TabBar = NULL;
17199
0
}
17200
17201
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
17202
1
{
17203
1
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
17204
0
        return false;
17205
17206
1
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
17207
1
    ImGuiWindowClass* payload_class = &payload->WindowClass;
17208
1
    if (host_class->ClassId != payload_class->ClassId)
17209
0
    {
17210
0
        bool pass = false;
17211
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
17212
0
            pass = true;
17213
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
17214
0
            pass = true;
17215
0
        if (!pass)
17216
0
            return false;
17217
0
    }
17218
17219
    // Prevent docking any window created above a popup
17220
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
17221
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
17222
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
17223
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
17224
1
    ImGuiContext& g = *GImGui;
17225
1
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
17226
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
17227
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
17228
0
                return false;
17229
17230
1
    return true;
17231
1
}
17232
17233
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
17234
1
{
17235
1
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
17236
0
        return true;
17237
17238
1
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
17239
1
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
17240
1
    {
17241
1
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
17242
1
        if (DockNodeIsDropAllowedOne(payload, host_window))
17243
1
            return true;
17244
1
    }
17245
0
    return false;
17246
1
}
17247
17248
// window menu button == collapse button when not in a dock node.
17249
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
17250
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
17251
0
{
17252
0
    ImGuiContext& g = *GImGui;
17253
0
    ImGuiStyle& style = g.Style;
17254
17255
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
17256
0
    if (out_title_rect) { *out_title_rect = r; }
17257
17258
0
    r.Min.x += style.WindowBorderSize;
17259
0
    r.Max.x -= style.WindowBorderSize;
17260
17261
0
    float button_sz = g.FontSize;
17262
0
    r.Min.x += style.FramePadding.x;
17263
0
    r.Max.x -= style.FramePadding.x;
17264
0
    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
17265
0
    if (node->HasCloseButton)
17266
0
    {
17267
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17268
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17269
0
    }
17270
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
17271
0
    {
17272
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
17273
0
    }
17274
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
17275
0
    {
17276
0
        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17277
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17278
0
    }
17279
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17280
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17281
0
}
17282
17283
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17284
0
{
17285
0
    ImGuiContext& g = *GImGui;
17286
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17287
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17288
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17289
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17290
17291
    // Distribute size on given axis (with a desired size or equally)
17292
0
    const float w_avail = size_old[axis] - dock_spacing;
17293
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17294
0
    {
17295
0
        size_new[axis] = size_new_desired[axis];
17296
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17297
0
    }
17298
0
    else
17299
0
    {
17300
0
        size_new[axis] = IM_TRUNC(w_avail * 0.5f);
17301
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17302
0
    }
17303
17304
    // Position each node
17305
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17306
0
    {
17307
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17308
0
    }
17309
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17310
0
    {
17311
0
        pos_new[axis] = pos_old[axis];
17312
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17313
0
    }
17314
0
}
17315
17316
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17317
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17318
0
{
17319
0
    ImGuiContext& g = *GImGui;
17320
17321
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17322
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17323
0
    float hs_w; // Half-size, longer axis
17324
0
    float hs_h; // Half-size, smaller axis
17325
0
    ImVec2 off; // Distance from edge or center
17326
0
    if (outer_docking)
17327
0
    {
17328
        //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17329
        //hs_h = ImTrunc(hs_w * 0.15f);
17330
        //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17331
0
        hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
17332
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
17333
0
        off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
17334
0
    }
17335
0
    else
17336
0
    {
17337
0
        hs_w = ImTrunc(hs_for_central_nodes);
17338
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
17339
0
        off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
17340
0
    }
17341
17342
0
    ImVec2 c = ImTrunc(parent.GetCenter());
17343
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17344
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17345
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17346
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17347
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17348
17349
0
    if (test_mouse_pos == NULL)
17350
0
        return false;
17351
17352
0
    ImRect hit_r = out_r;
17353
0
    if (!outer_docking)
17354
0
    {
17355
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17356
0
        hit_r.Expand(ImTrunc(hs_w * 0.30f));
17357
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17358
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17359
0
        float r_threshold_center = hs_w * 1.4f;
17360
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17361
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17362
0
            return (dir == ImGuiDir_None);
17363
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17364
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17365
0
    }
17366
0
    return hit_r.Contains(*test_mouse_pos);
17367
0
}
17368
17369
// host_node may be NULL if the window doesn't have a DockNode already.
17370
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17371
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17372
0
{
17373
0
    ImGuiContext& g = *GImGui;
17374
17375
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17376
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17377
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17378
0
    if (payload_node == NULL)
17379
0
        payload_node = payload_window->DockNodeAsHost;
17380
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17381
0
    if (ref_node_for_rect)
17382
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17383
17384
    // Filter, figure out where we are allowed to dock
17385
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17386
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17387
0
    data->IsCenterAvailable = true;
17388
0
    if (is_outer_docking)
17389
0
        data->IsCenterAvailable = false;
17390
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17391
0
        data->IsCenterAvailable = false;
17392
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
17393
0
        data->IsCenterAvailable = false;
17394
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17395
0
        data->IsCenterAvailable = false;
17396
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17397
0
        data->IsCenterAvailable = false;
17398
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17399
0
        data->IsCenterAvailable = false;
17400
17401
0
    data->IsSidesAvailable = true;
17402
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
17403
0
        data->IsSidesAvailable = false;
17404
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17405
0
        data->IsSidesAvailable = false;
17406
0
    else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
17407
0
        data->IsSidesAvailable = false;
17408
17409
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17410
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17411
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17412
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17413
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17414
17415
    // Calculate drop shapes geometry for allowed splitting directions
17416
0
    IM_ASSERT(ImGuiDir_None == -1);
17417
0
    data->SplitNode = host_node;
17418
0
    data->SplitDir = ImGuiDir_None;
17419
0
    data->IsSplitDirExplicit = false;
17420
0
    if (!host_window->Collapsed)
17421
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17422
0
        {
17423
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17424
0
                continue;
17425
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17426
0
                continue;
17427
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17428
0
            {
17429
0
                data->SplitDir = (ImGuiDir)dir;
17430
0
                data->IsSplitDirExplicit = true;
17431
0
            }
17432
0
        }
17433
17434
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17435
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17436
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17437
0
        data->IsDropAllowed = false;
17438
17439
    // Calculate split area
17440
0
    data->SplitRatio = 0.0f;
17441
0
    if (data->SplitDir != ImGuiDir_None)
17442
0
    {
17443
0
        ImGuiDir split_dir = data->SplitDir;
17444
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17445
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17446
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17447
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17448
17449
        // Calculate split ratio so we can pass it down the docking request
17450
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17451
0
        data->FutureNode.Pos = pos_new;
17452
0
        data->FutureNode.Size = size_new;
17453
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17454
0
    }
17455
0
}
17456
17457
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17458
0
{
17459
0
    ImGuiContext& g = *GImGui;
17460
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17461
17462
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17463
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17464
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17465
17466
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17467
0
    int overlay_draw_lists_count = 0;
17468
0
    ImDrawList* overlay_draw_lists[2];
17469
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17470
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17471
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17472
17473
    // Draw main preview rectangle
17474
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17475
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17476
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17477
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17478
17479
    // Display area preview
17480
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17481
0
    if (data->IsDropAllowed)
17482
0
    {
17483
0
        ImRect overlay_rect = data->FutureNode.Rect();
17484
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17485
0
            overlay_rect.Min.y += GetFrameHeight();
17486
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17487
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17488
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
17489
0
    }
17490
17491
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17492
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17493
0
    {
17494
        // Compute target tab bar geometry so we can locate our preview tabs
17495
0
        ImRect tab_bar_rect;
17496
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17497
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17498
0
        if (host_node && host_node->TabBar)
17499
0
        {
17500
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17501
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17502
0
            else
17503
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17504
0
        }
17505
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17506
0
        {
17507
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17508
0
        }
17509
17510
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17511
0
        if (root_payload->DockNodeAsHost)
17512
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17513
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17514
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17515
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17516
0
        {
17517
            // DockNode's TabBar may have non-window Tabs manually appended by user
17518
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17519
0
            if (tab_bar_with_payload && payload_window == NULL)
17520
0
                continue;
17521
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17522
0
                continue;
17523
17524
            // Calculate the tab bounding box for each payload window
17525
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17526
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17527
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17528
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17529
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17530
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17531
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17532
0
            {
17533
0
                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
17534
0
                if (!tab_bar_rect.Contains(tab_bb))
17535
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17536
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17537
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17538
0
                if (!tab_bar_rect.Contains(tab_bb))
17539
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17540
0
            }
17541
0
            PopStyleColor();
17542
0
        }
17543
0
    }
17544
17545
    // Display drop boxes
17546
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17547
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17548
0
    {
17549
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17550
0
        {
17551
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17552
0
            ImRect draw_r_in = draw_r;
17553
0
            draw_r_in.Expand(-2.0f);
17554
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17555
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17556
0
            {
17557
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17558
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17559
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17560
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17561
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17562
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17563
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17564
0
            }
17565
0
        }
17566
17567
        // Stop after ImGuiDir_None
17568
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
17569
0
            return;
17570
0
    }
17571
0
}
17572
17573
//-----------------------------------------------------------------------------
17574
// Docking: ImGuiDockNode Tree manipulation functions
17575
//-----------------------------------------------------------------------------
17576
// - DockNodeTreeSplit()
17577
// - DockNodeTreeMerge()
17578
// - DockNodeTreeUpdatePosSize()
17579
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17580
// - DockNodeTreeUpdateSplitter()
17581
// - DockNodeTreeFindFallbackLeafNode()
17582
// - DockNodeTreeFindNodeByPos()
17583
//-----------------------------------------------------------------------------
17584
17585
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17586
0
{
17587
0
    ImGuiContext& g = *GImGui;
17588
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17589
17590
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17591
0
    child_0->ParentNode = parent_node;
17592
17593
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17594
0
    child_1->ParentNode = parent_node;
17595
17596
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17597
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17598
0
    parent_node->ChildNodes[0] = child_0;
17599
0
    parent_node->ChildNodes[1] = child_1;
17600
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17601
0
    parent_node->SplitAxis = split_axis;
17602
0
    parent_node->VisibleWindow = NULL;
17603
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17604
17605
0
    float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
17606
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17607
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17608
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17609
0
    child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio);
17610
0
    child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
17611
17612
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17613
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17614
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17615
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17616
17617
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17618
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17619
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17620
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17621
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17622
0
    child_0->UpdateMergedFlags();
17623
0
    child_1->UpdateMergedFlags();
17624
0
    parent_node->UpdateMergedFlags();
17625
0
    if (child_inheritor->IsCentralNode())
17626
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17627
0
}
17628
17629
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17630
0
{
17631
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17632
0
    ImGuiContext& g = *GImGui;
17633
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17634
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17635
0
    IM_ASSERT(child_0 || child_1);
17636
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17637
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17638
0
    {
17639
0
        IM_ASSERT(parent_node->TabBar == NULL);
17640
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17641
0
    }
17642
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17643
17644
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17645
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17646
0
    if (child_0)
17647
0
    {
17648
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17649
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17650
0
    }
17651
0
    if (child_1)
17652
0
    {
17653
0
        DockNodeMoveWindows(parent_node, child_1);
17654
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17655
0
    }
17656
0
    DockNodeApplyPosSizeToWindows(parent_node);
17657
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17658
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17659
0
    parent_node->SizeRef = backup_last_explicit_size;
17660
17661
    // Flags transfer
17662
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17663
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17664
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17665
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17666
0
    parent_node->UpdateMergedFlags();
17667
17668
0
    if (child_0)
17669
0
    {
17670
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17671
0
        IM_DELETE(child_0);
17672
0
    }
17673
0
    if (child_1)
17674
0
    {
17675
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17676
0
        IM_DELETE(child_1);
17677
0
    }
17678
0
}
17679
17680
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17681
// (Depth-first, Pre-Order)
17682
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17683
0
{
17684
    // During the regular dock node update we write to all nodes.
17685
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17686
0
    ImGuiContext& g = *GImGui;
17687
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17688
0
    if (write_to_node)
17689
0
    {
17690
0
        node->Pos = pos;
17691
0
        node->Size = size;
17692
0
    }
17693
17694
0
    if (node->IsLeafNode())
17695
0
        return;
17696
17697
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17698
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17699
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17700
0
    ImVec2 child_0_size = size, child_1_size = size;
17701
17702
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17703
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17704
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17705
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17706
17707
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17708
0
    {
17709
0
        const float spacing = g.Style.DockingSeparatorSize;
17710
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17711
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17712
17713
        // Size allocation policy
17714
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17715
0
        const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17716
17717
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17718
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
17719
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17720
17721
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17722
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17723
0
        {
17724
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17725
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17726
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17727
0
        }
17728
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17729
0
        {
17730
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17731
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17732
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17733
0
        }
17734
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17735
0
        {
17736
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17737
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17738
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17739
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
17740
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17741
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17742
0
        }
17743
17744
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17745
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17746
0
        {
17747
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17748
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17749
0
        }
17750
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17751
0
        {
17752
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17753
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17754
0
        }
17755
0
        else
17756
0
        {
17757
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17758
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17759
0
            child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
17760
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17761
0
        }
17762
17763
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17764
0
    }
17765
17766
0
    if (only_write_to_single_node == NULL)
17767
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17768
17769
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17770
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17771
0
    if (child_0_recurse)
17772
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17773
0
    if (child_1_recurse)
17774
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17775
0
}
17776
17777
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17778
0
{
17779
0
    if (node->IsLeafNode())
17780
0
    {
17781
0
        touching_nodes->push_back(node);
17782
0
        return;
17783
0
    }
17784
0
    if (node->ChildNodes[0]->IsVisible)
17785
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17786
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17787
0
    if (node->ChildNodes[1]->IsVisible)
17788
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17789
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17790
0
}
17791
17792
// (Depth-First, Pre-Order)
17793
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17794
0
{
17795
0
    if (node->IsLeafNode())
17796
0
        return;
17797
17798
0
    ImGuiContext& g = *GImGui;
17799
17800
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17801
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17802
0
    if (child_0->IsVisible && child_1->IsVisible)
17803
0
    {
17804
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17805
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17806
0
        IM_ASSERT(axis != ImGuiAxis_None);
17807
0
        ImRect bb;
17808
0
        bb.Min = child_0->Pos;
17809
0
        bb.Max = child_1->Pos;
17810
0
        bb.Min[axis] += child_0->Size[axis];
17811
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17812
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17813
17814
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17815
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17816
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17817
0
        {
17818
0
            ImGuiWindow* window = g.CurrentWindow;
17819
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17820
0
        }
17821
0
        else
17822
0
        {
17823
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17824
            //bb.Max[axis] -= 1;
17825
0
            PushID(node->ID);
17826
17827
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17828
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17829
0
            float min_size = g.Style.WindowMinSize[axis];
17830
0
            float resize_limits[2];
17831
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17832
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17833
17834
0
            ImGuiID splitter_id = GetID("##Splitter");
17835
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17836
0
            {
17837
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17838
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17839
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17840
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17841
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17842
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17843
17844
                // [DEBUG] Render touching nodes & limits
17845
                /*
17846
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17847
                for (int n = 0; n < 2; n++)
17848
                {
17849
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17850
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17851
                    if (axis == ImGuiAxis_X)
17852
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17853
                    else
17854
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17855
                }
17856
                */
17857
0
            }
17858
17859
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17860
0
            float cur_size_0 = child_0->Size[axis];
17861
0
            float cur_size_1 = child_1->Size[axis];
17862
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17863
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17864
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17865
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17866
0
            {
17867
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17868
0
                {
17869
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17870
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17871
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17872
17873
                    // Lock the size of every node that is a sibling of the node we are touching
17874
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17875
0
                    for (int side_n = 0; side_n < 2; side_n++)
17876
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17877
0
                        {
17878
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17879
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17880
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17881
0
                            while (touching_node->ParentNode != node)
17882
0
                            {
17883
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17884
0
                                {
17885
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17886
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17887
0
                                    node_to_preserve->WantLockSizeOnce = true;
17888
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17889
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17890
0
                                }
17891
0
                                touching_node = touching_node->ParentNode;
17892
0
                            }
17893
0
                        }
17894
17895
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17896
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17897
0
                    MarkIniSettingsDirty();
17898
0
                }
17899
0
            }
17900
0
            PopID();
17901
0
        }
17902
0
    }
17903
17904
0
    if (child_0->IsVisible)
17905
0
        DockNodeTreeUpdateSplitter(child_0);
17906
0
    if (child_1->IsVisible)
17907
0
        DockNodeTreeUpdateSplitter(child_1);
17908
0
}
17909
17910
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17911
0
{
17912
0
    if (node->IsLeafNode())
17913
0
        return node;
17914
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17915
0
        return leaf_node;
17916
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17917
0
        return leaf_node;
17918
0
    return NULL;
17919
0
}
17920
17921
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17922
0
{
17923
0
    if (!node->IsVisible)
17924
0
        return NULL;
17925
17926
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17927
0
    ImRect r(node->Pos, node->Pos + node->Size);
17928
0
    r.Expand(dock_spacing * 0.5f);
17929
0
    bool inside = r.Contains(pos);
17930
0
    if (!inside)
17931
0
        return NULL;
17932
17933
0
    if (node->IsLeafNode())
17934
0
        return node;
17935
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17936
0
        return hovered_node;
17937
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17938
0
        return hovered_node;
17939
17940
    // This means we are hovering over the splitter/spacing of a parent node
17941
0
    return node;
17942
0
}
17943
17944
//-----------------------------------------------------------------------------
17945
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17946
//-----------------------------------------------------------------------------
17947
// - SetWindowDock() [Internal]
17948
// - DockSpace()
17949
// - DockSpaceOverViewport()
17950
//-----------------------------------------------------------------------------
17951
17952
// [Internal] Called via SetNextWindowDockID()
17953
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17954
0
{
17955
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17956
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17957
0
        return;
17958
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17959
17960
0
    if (window->DockId == dock_id)
17961
0
        return;
17962
17963
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17964
0
    ImGuiContext* ctx = GImGui;
17965
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
17966
0
        if (new_node->IsSplitNode())
17967
0
        {
17968
            // Policy: Find central node or latest focused node. We first move back to our root node.
17969
0
            new_node = DockNodeGetRootNode(new_node);
17970
0
            if (new_node->CentralNode)
17971
0
            {
17972
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17973
0
                dock_id = new_node->CentralNode->ID;
17974
0
            }
17975
0
            else
17976
0
            {
17977
0
                dock_id = new_node->LastFocusedNodeId;
17978
0
            }
17979
0
        }
17980
17981
0
    if (window->DockId == dock_id)
17982
0
        return;
17983
17984
0
    if (window->DockNode)
17985
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
17986
0
    window->DockId = dock_id;
17987
0
}
17988
17989
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
17990
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
17991
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
17992
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
17993
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
17994
0
{
17995
0
    ImGuiContext* ctx = GImGui;
17996
0
    ImGuiContext& g = *ctx;
17997
0
    ImGuiWindow* window = GetCurrentWindowRead();
17998
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
17999
0
        return 0;
18000
18001
    // Early out if parent window is hidden/collapsed
18002
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
18003
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
18004
0
    if (window->SkipItems)
18005
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
18006
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
18007
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
18008
18009
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
18010
0
    IM_ASSERT(id != 0);
18011
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
18012
0
    if (!node)
18013
0
    {
18014
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
18015
0
        node = DockContextAddNode(ctx, id);
18016
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
18017
0
    }
18018
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
18019
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
18020
0
    node->SharedFlags = flags;
18021
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
18022
18023
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
18024
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
18025
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
18026
0
    {
18027
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
18028
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18029
0
        return id;
18030
0
    }
18031
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18032
18033
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
18034
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
18035
0
    {
18036
0
        node->LastFrameAlive = g.FrameCount;
18037
0
        return id;
18038
0
    }
18039
18040
0
    const ImVec2 content_avail = GetContentRegionAvail();
18041
0
    ImVec2 size = ImTrunc(size_arg);
18042
0
    if (size.x <= 0.0f)
18043
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
18044
0
    if (size.y <= 0.0f)
18045
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
18046
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18047
18048
0
    node->Pos = window->DC.CursorPos;
18049
0
    node->Size = node->SizeRef = size;
18050
0
    SetNextWindowPos(node->Pos);
18051
0
    SetNextWindowSize(node->Size);
18052
0
    g.NextWindowData.PosUndock = false;
18053
18054
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
18055
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
18056
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
18057
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
18058
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
18059
0
    window_flags |= ImGuiWindowFlags_NoBackground;
18060
18061
0
    char title[256];
18062
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
18063
18064
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
18065
0
    Begin(title, NULL, window_flags);
18066
0
    PopStyleVar();
18067
18068
0
    ImGuiWindow* host_window = g.CurrentWindow;
18069
0
    DockNodeSetupHostWindow(node, host_window);
18070
0
    host_window->ChildId = window->GetID(title);
18071
0
    node->OnlyNodeWithWindows = NULL;
18072
18073
0
    IM_ASSERT(node->IsRootNode());
18074
18075
    // We need to handle the rare case were a central node is missing.
18076
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
18077
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
18078
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
18079
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
18080
    // as it doesn't make sense for an empty dockspace to not have this property.
18081
0
    if (node->IsLeafNode() && !node->IsCentralNode())
18082
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18083
18084
    // Update the node
18085
0
    DockNodeUpdate(node);
18086
18087
0
    End();
18088
18089
0
    ImRect bb(node->Pos, node->Pos + size);
18090
0
    ItemSize(size);
18091
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
18092
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
18093
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
18094
18095
0
    return id;
18096
0
}
18097
18098
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
18099
// The limitation with this call is that your window won't have a menu bar.
18100
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
18101
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
18102
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
18103
0
{
18104
0
    if (viewport == NULL)
18105
0
        viewport = GetMainViewport();
18106
18107
0
    SetNextWindowPos(viewport->WorkPos);
18108
0
    SetNextWindowSize(viewport->WorkSize);
18109
0
    SetNextWindowViewport(viewport->ID);
18110
18111
0
    ImGuiWindowFlags host_window_flags = 0;
18112
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
18113
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
18114
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
18115
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
18116
18117
0
    char label[32];
18118
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
18119
18120
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
18121
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
18122
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
18123
0
    Begin(label, NULL, host_window_flags);
18124
0
    PopStyleVar(3);
18125
18126
0
    ImGuiID dockspace_id = GetID("DockSpace");
18127
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
18128
0
    End();
18129
18130
0
    return dockspace_id;
18131
0
}
18132
18133
//-----------------------------------------------------------------------------
18134
// Docking: Builder Functions
18135
//-----------------------------------------------------------------------------
18136
// Very early end-user API to manipulate dock nodes.
18137
// Only available in imgui_internal.h. Expect this API to change/break!
18138
// It is expected that those functions are all called _before_ the dockspace node submission.
18139
//-----------------------------------------------------------------------------
18140
// - DockBuilderDockWindow()
18141
// - DockBuilderGetNode()
18142
// - DockBuilderSetNodePos()
18143
// - DockBuilderSetNodeSize()
18144
// - DockBuilderAddNode()
18145
// - DockBuilderRemoveNode()
18146
// - DockBuilderRemoveNodeChildNodes()
18147
// - DockBuilderRemoveNodeDockedWindows()
18148
// - DockBuilderSplitNode()
18149
// - DockBuilderCopyNodeRec()
18150
// - DockBuilderCopyNode()
18151
// - DockBuilderCopyWindowSettings()
18152
// - DockBuilderCopyDockSpace()
18153
// - DockBuilderFinish()
18154
//-----------------------------------------------------------------------------
18155
18156
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
18157
0
{
18158
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
18159
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18160
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
18161
0
    ImGuiID window_id = ImHashStr(window_name);
18162
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
18163
0
    {
18164
        // Apply to created window
18165
0
        ImGuiID prev_node_id = window->DockId;
18166
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
18167
0
        if (window->DockId != prev_node_id)
18168
0
            window->DockOrder = -1;
18169
0
    }
18170
0
    else
18171
0
    {
18172
        // Apply to settings
18173
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
18174
0
        if (settings == NULL)
18175
0
            settings = CreateNewWindowSettings(window_name);
18176
0
        if (settings->DockId != node_id)
18177
0
            settings->DockOrder = -1;
18178
0
        settings->DockId = node_id;
18179
0
    }
18180
0
}
18181
18182
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
18183
0
{
18184
0
    ImGuiContext* ctx = GImGui;
18185
0
    return DockContextFindNodeByID(ctx, node_id);
18186
0
}
18187
18188
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
18189
0
{
18190
0
    ImGuiContext* ctx = GImGui;
18191
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18192
0
    if (node == NULL)
18193
0
        return;
18194
0
    node->Pos = pos;
18195
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
18196
0
}
18197
18198
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
18199
0
{
18200
0
    ImGuiContext* ctx = GImGui;
18201
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18202
0
    if (node == NULL)
18203
0
        return;
18204
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18205
0
    node->Size = node->SizeRef = size;
18206
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
18207
0
}
18208
18209
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
18210
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
18211
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
18212
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
18213
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
18214
// - Use (id == 0) to let the system allocate a node identifier.
18215
// - Existing node with a same id will be removed.
18216
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
18217
0
{
18218
0
    ImGuiContext* ctx = GImGui;
18219
0
    ImGuiContext& g = *ctx; IM_UNUSED(g);
18220
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
18221
18222
0
    if (node_id != 0)
18223
0
        DockBuilderRemoveNode(node_id);
18224
18225
0
    ImGuiDockNode* node = NULL;
18226
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
18227
0
    {
18228
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
18229
0
        node = DockContextFindNodeByID(ctx, node_id);
18230
0
    }
18231
0
    else
18232
0
    {
18233
0
        node = DockContextAddNode(ctx, node_id);
18234
0
        node->SetLocalFlags(flags);
18235
0
    }
18236
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
18237
0
    return node->ID;
18238
0
}
18239
18240
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
18241
0
{
18242
0
    ImGuiContext* ctx = GImGui;
18243
0
    ImGuiContext& g = *ctx; IM_UNUSED(g);
18244
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
18245
18246
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18247
0
    if (node == NULL)
18248
0
        return;
18249
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
18250
0
    DockBuilderRemoveNodeChildNodes(node_id);
18251
    // Node may have moved or deleted if e.g. any merge happened
18252
0
    node = DockContextFindNodeByID(ctx, node_id);
18253
0
    if (node == NULL)
18254
0
        return;
18255
0
    if (node->IsCentralNode() && node->ParentNode)
18256
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18257
0
    DockContextRemoveNode(ctx, node, true);
18258
0
}
18259
18260
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
18261
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
18262
0
{
18263
0
    ImGuiContext* ctx = GImGui;
18264
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18265
18266
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
18267
0
    if (root_id && root_node == NULL)
18268
0
        return;
18269
0
    bool has_central_node = false;
18270
18271
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
18272
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
18273
18274
    // Process active windows
18275
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18276
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18277
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18278
0
        {
18279
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18280
0
            if (want_removal)
18281
0
            {
18282
0
                if (node->IsCentralNode())
18283
0
                    has_central_node = true;
18284
0
                if (root_id != 0)
18285
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
18286
0
                if (root_node)
18287
0
                {
18288
0
                    DockNodeMoveWindows(root_node, node);
18289
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18290
0
                }
18291
0
                nodes_to_remove.push_back(node);
18292
0
            }
18293
0
        }
18294
18295
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18296
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18297
0
    if (root_node)
18298
0
    {
18299
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18300
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18301
0
    }
18302
18303
    // Apply to settings
18304
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
18305
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18306
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18307
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18308
0
                {
18309
0
                    settings->DockId = root_id;
18310
0
                    break;
18311
0
                }
18312
18313
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18314
0
    if (nodes_to_remove.Size > 1)
18315
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18316
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18317
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
18318
18319
0
    if (root_id == 0)
18320
0
    {
18321
0
        dc->Nodes.Clear();
18322
0
        dc->Requests.clear();
18323
0
    }
18324
0
    else if (has_central_node)
18325
0
    {
18326
0
        root_node->CentralNode = root_node;
18327
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18328
0
    }
18329
0
}
18330
18331
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18332
0
{
18333
    // Clear references in settings
18334
0
    ImGuiContext* ctx = GImGui;
18335
0
    ImGuiContext& g = *ctx;
18336
0
    if (clear_settings_refs)
18337
0
    {
18338
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18339
0
        {
18340
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18341
0
            if (!want_removal && settings->DockId != 0)
18342
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
18343
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18344
0
                        want_removal = true;
18345
0
            if (want_removal)
18346
0
                settings->DockId = 0;
18347
0
        }
18348
0
    }
18349
18350
    // Clear references in windows
18351
0
    for (int n = 0; n < g.Windows.Size; n++)
18352
0
    {
18353
0
        ImGuiWindow* window = g.Windows[n];
18354
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18355
0
        if (want_removal)
18356
0
        {
18357
0
            const ImGuiID backup_dock_id = window->DockId;
18358
0
            IM_UNUSED(backup_dock_id);
18359
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
18360
0
            if (!clear_settings_refs)
18361
0
                IM_ASSERT(window->DockId == backup_dock_id);
18362
0
        }
18363
0
    }
18364
0
}
18365
18366
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18367
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18368
// FIXME-DOCK: We are not exposing nor using split_outer.
18369
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18370
0
{
18371
0
    ImGuiContext& g = *GImGui;
18372
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18373
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18374
18375
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18376
0
    if (node == NULL)
18377
0
    {
18378
0
        IM_ASSERT(node != NULL);
18379
0
        return 0;
18380
0
    }
18381
18382
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18383
18384
0
    ImGuiDockRequest req;
18385
0
    req.Type = ImGuiDockRequestType_Split;
18386
0
    req.DockTargetWindow = NULL;
18387
0
    req.DockTargetNode = node;
18388
0
    req.DockPayload = NULL;
18389
0
    req.DockSplitDir = split_dir;
18390
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18391
0
    req.DockSplitOuter = false;
18392
0
    DockContextProcessDock(&g, &req);
18393
18394
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18395
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18396
0
    if (out_id_at_dir)
18397
0
        *out_id_at_dir = id_at_dir;
18398
0
    if (out_id_at_opposite_dir)
18399
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18400
0
    return id_at_dir;
18401
0
}
18402
18403
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18404
0
{
18405
0
    ImGuiContext& g = *GImGui;
18406
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18407
0
    dst_node->SharedFlags = src_node->SharedFlags;
18408
0
    dst_node->LocalFlags = src_node->LocalFlags;
18409
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18410
0
    dst_node->Pos = src_node->Pos;
18411
0
    dst_node->Size = src_node->Size;
18412
0
    dst_node->SizeRef = src_node->SizeRef;
18413
0
    dst_node->SplitAxis = src_node->SplitAxis;
18414
0
    dst_node->UpdateMergedFlags();
18415
18416
0
    out_node_remap_pairs->push_back(src_node->ID);
18417
0
    out_node_remap_pairs->push_back(dst_node->ID);
18418
18419
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18420
0
        if (src_node->ChildNodes[child_n])
18421
0
        {
18422
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18423
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18424
0
        }
18425
18426
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18427
0
    return dst_node;
18428
0
}
18429
18430
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18431
0
{
18432
0
    ImGuiContext* ctx = GImGui;
18433
0
    IM_ASSERT(src_node_id != 0);
18434
0
    IM_ASSERT(dst_node_id != 0);
18435
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18436
18437
0
    DockBuilderRemoveNode(dst_node_id);
18438
18439
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
18440
0
    IM_ASSERT(src_node != NULL);
18441
18442
0
    out_node_remap_pairs->clear();
18443
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18444
18445
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18446
0
}
18447
18448
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18449
0
{
18450
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18451
0
    if (src_window == NULL)
18452
0
        return;
18453
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18454
0
    {
18455
0
        dst_window->Pos = src_window->Pos;
18456
0
        dst_window->Size = src_window->Size;
18457
0
        dst_window->SizeFull = src_window->SizeFull;
18458
0
        dst_window->Collapsed = src_window->Collapsed;
18459
0
    }
18460
0
    else
18461
0
    {
18462
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18463
0
        if (!dst_settings)
18464
0
            dst_settings = CreateNewWindowSettings(dst_name);
18465
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18466
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18467
0
        {
18468
0
            dst_settings->ViewportPos = window_pos_2ih;
18469
0
            dst_settings->ViewportId = src_window->ViewportId;
18470
0
            dst_settings->Pos = ImVec2ih(0, 0);
18471
0
        }
18472
0
        else
18473
0
        {
18474
0
            dst_settings->Pos = window_pos_2ih;
18475
0
        }
18476
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18477
0
        dst_settings->Collapsed = src_window->Collapsed;
18478
0
    }
18479
0
}
18480
18481
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18482
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18483
0
{
18484
0
    ImGuiContext& g = *GImGui;
18485
0
    IM_ASSERT(src_dockspace_id != 0);
18486
0
    IM_ASSERT(dst_dockspace_id != 0);
18487
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18488
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18489
18490
    // Duplicate entire dock
18491
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18492
    // whereas we could attempt to at least keep them together in a new, same floating node.
18493
0
    ImVector<ImGuiID> node_remap_pairs;
18494
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18495
18496
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18497
    // (The windows associated to src_dockspace_id are staying in place)
18498
0
    ImVector<ImGuiID> src_windows;
18499
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18500
0
    {
18501
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18502
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18503
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18504
0
        src_windows.push_back(src_window_id);
18505
18506
        // Search in the remapping tables
18507
0
        ImGuiID src_dock_id = 0;
18508
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18509
0
            src_dock_id = src_window->DockId;
18510
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18511
0
            src_dock_id = src_window_settings->DockId;
18512
0
        ImGuiID dst_dock_id = 0;
18513
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18514
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18515
0
            {
18516
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18517
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18518
0
                break;
18519
0
            }
18520
18521
0
        if (dst_dock_id != 0)
18522
0
        {
18523
            // Docked windows gets redocked into the new node hierarchy.
18524
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18525
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18526
0
        }
18527
0
        else
18528
0
        {
18529
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18530
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18531
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18532
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18533
0
        }
18534
0
    }
18535
18536
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18537
    // Find those windows and move to them to the cloned dock node. This may be optional?
18538
    // Dock those are a second step as undocking would invalidate source dock nodes.
18539
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18540
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18541
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18542
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18543
0
        {
18544
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18545
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18546
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18547
0
            {
18548
0
                ImGuiWindow* window = node->Windows[window_n];
18549
0
                if (src_windows.contains(window->ID))
18550
0
                    continue;
18551
18552
                // Docked windows gets redocked into the new node hierarchy.
18553
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18554
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18555
0
            }
18556
0
        }
18557
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18558
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18559
0
}
18560
18561
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18562
void ImGui::DockBuilderFinish(ImGuiID root_id)
18563
0
{
18564
0
    ImGuiContext* ctx = GImGui;
18565
    //DockContextRebuild(ctx);
18566
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
18567
0
}
18568
18569
//-----------------------------------------------------------------------------
18570
// Docking: Begin/End Support Functions (called from Begin/End)
18571
//-----------------------------------------------------------------------------
18572
// - GetWindowAlwaysWantOwnTabBar()
18573
// - DockContextBindNodeToWindow()
18574
// - BeginDocked()
18575
// - BeginDockableDragDropSource()
18576
// - BeginDockableDragDropTarget()
18577
//-----------------------------------------------------------------------------
18578
18579
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18580
314k
{
18581
314k
    ImGuiContext& g = *GImGui;
18582
314k
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18583
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18584
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18585
0
                return true;
18586
314k
    return false;
18587
314k
}
18588
18589
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18590
0
{
18591
0
    ImGuiContext& g = *ctx;
18592
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18593
0
    IM_ASSERT(window->DockNode == NULL);
18594
18595
    // We should not be docking into a split node (SetWindowDock should avoid this)
18596
0
    if (node && node->IsSplitNode())
18597
0
    {
18598
0
        DockContextProcessUndockWindow(ctx, window);
18599
0
        return NULL;
18600
0
    }
18601
18602
    // Create node
18603
0
    if (node == NULL)
18604
0
    {
18605
0
        node = DockContextAddNode(ctx, window->DockId);
18606
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18607
0
        node->LastFrameAlive = g.FrameCount;
18608
0
    }
18609
18610
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18611
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18612
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18613
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18614
0
    if (!node->IsVisible)
18615
0
    {
18616
0
        ImGuiDockNode* ancestor_node = node;
18617
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18618
0
            ancestor_node = ancestor_node->ParentNode;
18619
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18620
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18621
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18622
0
    }
18623
18624
    // Add window to node
18625
0
    bool node_was_visible = node->IsVisible;
18626
0
    DockNodeAddWindow(node, window, true);
18627
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18628
0
    IM_ASSERT(node == window->DockNode);
18629
0
    return node;
18630
0
}
18631
18632
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18633
0
{
18634
0
    ImGuiContext* ctx = GImGui;
18635
0
    ImGuiContext& g = *ctx;
18636
18637
    // Clear fields ahead so most early-out paths don't have to do it
18638
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18639
18640
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18641
0
    if (auto_dock_node)
18642
0
    {
18643
0
        if (window->DockId == 0)
18644
0
        {
18645
0
            IM_ASSERT(window->DockNode == NULL);
18646
0
            window->DockId = DockContextGenNodeID(ctx);
18647
0
        }
18648
0
    }
18649
0
    else
18650
0
    {
18651
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18652
0
        bool want_undock = false;
18653
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18654
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18655
0
        if (want_undock)
18656
0
        {
18657
0
            DockContextProcessUndockWindow(ctx, window);
18658
0
            return;
18659
0
        }
18660
0
    }
18661
18662
    // Bind to our dock node
18663
0
    ImGuiDockNode* node = window->DockNode;
18664
0
    if (node != NULL)
18665
0
        IM_ASSERT(window->DockId == node->ID);
18666
0
    if (window->DockId != 0 && node == NULL)
18667
0
    {
18668
0
        node = DockContextBindNodeToWindow(ctx, window);
18669
0
        if (node == NULL)
18670
0
            return;
18671
0
    }
18672
18673
#if 0
18674
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18675
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18676
    {
18677
        DockContextProcessUndockWindow(ctx, window);
18678
        return;
18679
    }
18680
#endif
18681
18682
    // Undock if our dockspace node disappeared
18683
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18684
0
    if (node->LastFrameAlive < g.FrameCount)
18685
0
    {
18686
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18687
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18688
0
        if (root_node->LastFrameAlive < g.FrameCount)
18689
0
            DockContextProcessUndockWindow(ctx, window);
18690
0
        else
18691
0
            window->DockIsActive = true;
18692
0
        return;
18693
0
    }
18694
18695
    // Store style overrides
18696
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18697
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18698
18699
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18700
    // and never create neither a host window neither a tab bar.
18701
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18702
0
    if (node->HostWindow == NULL)
18703
0
    {
18704
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18705
0
            window->DockIsActive = true;
18706
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
18707
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18708
0
        return;
18709
0
    }
18710
18711
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18712
0
    IM_ASSERT(node->HostWindow);
18713
0
    IM_ASSERT(node->IsLeafNode());
18714
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18715
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18716
18717
    // Undock if we are submitted earlier than the host window
18718
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18719
0
    {
18720
0
        DockContextProcessUndockWindow(ctx, window);
18721
0
        return;
18722
0
    }
18723
18724
    // Position/Size window
18725
0
    SetNextWindowPos(node->Pos);
18726
0
    SetNextWindowSize(node->Size);
18727
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18728
0
    window->DockIsActive = true;
18729
0
    window->DockNodeIsVisible = true;
18730
0
    window->DockTabIsVisible = false;
18731
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18732
0
        return;
18733
18734
    // When the window is selected we mark it as visible.
18735
0
    if (node->VisibleWindow == window)
18736
0
        window->DockTabIsVisible = true;
18737
18738
    // Update window flag
18739
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18740
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize;
18741
0
    window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding;
18742
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18743
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18744
0
    else
18745
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18746
18747
    // Save new dock order only if the window has been visible once already
18748
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18749
0
    if (node->TabBar && window->WasActive)
18750
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18751
18752
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18753
0
        *p_open = false;
18754
18755
    // Update ChildId to allow returning from Child to Parent with Escape
18756
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18757
0
    window->ChildId = parent_window->GetID(window->Name);
18758
0
}
18759
18760
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18761
928
{
18762
928
    ImGuiContext& g = *GImGui;
18763
928
    IM_ASSERT(g.ActiveId == window->MoveId);
18764
928
    IM_ASSERT(g.MovingWindow == window);
18765
928
    IM_ASSERT(g.CurrentWindow == window);
18766
18767
    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
18768
928
    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
18769
0
    {
18770
        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
18771
        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
18772
        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
18773
0
        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
18774
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
18775
0
        return;
18776
0
    }
18777
18778
928
    g.LastItemData.ID = window->MoveId;
18779
928
    window = window->RootWindowDockTree;
18780
928
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18781
928
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18782
928
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18783
44
    {
18784
44
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18785
44
        EndDragDropSource();
18786
18787
        // Store style overrides
18788
308
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18789
264
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18790
44
    }
18791
928
}
18792
18793
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18794
53
{
18795
53
    ImGuiContext* ctx = GImGui;
18796
53
    ImGuiContext& g = *ctx;
18797
18798
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18799
53
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18800
53
    if (!g.DragDropActive)
18801
0
        return;
18802
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18803
53
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18804
52
        return;
18805
18806
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18807
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18808
1
    const ImGuiPayload* payload = &g.DragDropPayload;
18809
1
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18810
0
    {
18811
0
        EndDragDropTarget();
18812
0
        return;
18813
0
    }
18814
18815
1
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18816
1
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18817
1
    {
18818
        // Select target node
18819
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18820
1
        bool dock_into_floating_window = false;
18821
1
        ImGuiDockNode* node = NULL;
18822
1
        if (window->DockNodeAsHost)
18823
0
        {
18824
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18825
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18826
18827
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18828
            // In this case we need to fallback into any leaf mode, possibly the central node.
18829
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18830
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18831
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18832
0
        }
18833
1
        else
18834
1
        {
18835
1
            if (window->DockNode)
18836
0
                node = window->DockNode;
18837
1
            else
18838
1
                dock_into_floating_window = true; // Dock into a regular window
18839
1
        }
18840
18841
1
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18842
1
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18843
18844
        // Preview docking request and find out split direction/ratio
18845
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18846
1
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18847
1
        if (do_preview && (node != NULL || dock_into_floating_window))
18848
0
        {
18849
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18850
0
            ImGuiDockPreviewData split_inner;
18851
0
            ImGuiDockPreviewData split_outer;
18852
0
            ImGuiDockPreviewData* split_data = &split_inner;
18853
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18854
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18855
0
                {
18856
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18857
0
                    if (split_outer.IsSplitDirExplicit)
18858
0
                        split_data = &split_outer;
18859
0
                }
18860
0
            if (!node || node->IsLeafNode())
18861
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18862
0
            if (split_data == &split_outer)
18863
0
                split_inner.IsDropAllowed = false;
18864
18865
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18866
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18867
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18868
18869
            // Queue docking request
18870
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18871
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18872
0
        }
18873
1
    }
18874
1
    EndDragDropTarget();
18875
1
}
18876
18877
//-----------------------------------------------------------------------------
18878
// Docking: Settings
18879
//-----------------------------------------------------------------------------
18880
// - DockSettingsRenameNodeReferences()
18881
// - DockSettingsRemoveNodeReferences()
18882
// - DockSettingsFindNodeSettings()
18883
// - DockSettingsHandler_ApplyAll()
18884
// - DockSettingsHandler_ReadOpen()
18885
// - DockSettingsHandler_ReadLine()
18886
// - DockSettingsHandler_DockNodeToSettings()
18887
// - DockSettingsHandler_WriteAll()
18888
//-----------------------------------------------------------------------------
18889
18890
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18891
0
{
18892
0
    ImGuiContext& g = *GImGui;
18893
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18894
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18895
0
    {
18896
0
        ImGuiWindow* window = g.Windows[window_n];
18897
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18898
0
            window->DockId = new_node_id;
18899
0
    }
18900
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18901
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18902
0
        if (settings->DockId == old_node_id)
18903
0
            settings->DockId = new_node_id;
18904
0
}
18905
18906
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18907
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18908
0
{
18909
0
    ImGuiContext& g = *GImGui;
18910
0
    int found = 0;
18911
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18912
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18913
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18914
0
            if (settings->DockId == node_ids[node_n])
18915
0
            {
18916
0
                settings->DockId = 0;
18917
0
                settings->DockOrder = -1;
18918
0
                if (++found < node_ids_count)
18919
0
                    break;
18920
0
                return;
18921
0
            }
18922
0
}
18923
18924
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18925
0
{
18926
    // FIXME-OPT
18927
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18928
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18929
0
        if (dc->NodesSettings[n].ID == id)
18930
0
            return &dc->NodesSettings[n];
18931
0
    return NULL;
18932
0
}
18933
18934
// Clear settings data
18935
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18936
0
{
18937
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18938
0
    dc->NodesSettings.clear();
18939
0
    DockContextClearNodes(ctx, 0, true);
18940
0
}
18941
18942
// Recreate nodes based on settings data
18943
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18944
0
{
18945
    // Prune settings at boot time only
18946
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18947
0
    if (ctx->Windows.Size == 0)
18948
0
        DockContextPruneUnusedSettingsNodes(ctx);
18949
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18950
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18951
0
}
18952
18953
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18954
0
{
18955
0
    if (strcmp(name, "Data") != 0)
18956
0
        return NULL;
18957
0
    return (void*)1;
18958
0
}
18959
18960
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18961
0
{
18962
0
    char c = 0;
18963
0
    int x = 0, y = 0;
18964
0
    int r = 0;
18965
18966
    // Parsing, e.g.
18967
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18968
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18969
    // Important: this code expect currently fields in a fixed order.
18970
0
    ImGuiDockNodeSettings node;
18971
0
    line = ImStrSkipBlank(line);
18972
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18973
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18974
0
    else return;
18975
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18976
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18977
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18978
0
    if (node.ParentNodeId == 0)
18979
0
    {
18980
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18981
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18982
0
    }
18983
0
    else
18984
0
    {
18985
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18986
0
    }
18987
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
18988
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
18989
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
18990
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
18991
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
18992
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
18993
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
18994
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
18995
0
    if (node.ParentNodeId != 0)
18996
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
18997
0
            node.Depth = parent_settings->Depth + 1;
18998
0
    ctx->DockContext.NodesSettings.push_back(node);
18999
0
}
19000
19001
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
19002
0
{
19003
0
    ImGuiDockNodeSettings node_settings;
19004
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
19005
0
    node_settings.ID = node->ID;
19006
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
19007
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
19008
0
    node_settings.SelectedTabId = node->SelectedTabId;
19009
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
19010
0
    node_settings.Depth = (char)depth;
19011
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
19012
0
    node_settings.Pos = ImVec2ih(node->Pos);
19013
0
    node_settings.Size = ImVec2ih(node->Size);
19014
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
19015
0
    dc->NodesSettings.push_back(node_settings);
19016
0
    if (node->ChildNodes[0])
19017
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
19018
0
    if (node->ChildNodes[1])
19019
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
19020
0
}
19021
19022
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
19023
0
{
19024
0
    ImGuiContext& g = *ctx;
19025
0
    ImGuiDockContext* dc = &ctx->DockContext;
19026
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
19027
0
        return;
19028
19029
    // Gather settings data
19030
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
19031
0
    dc->NodesSettings.resize(0);
19032
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
19033
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
19034
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19035
0
            if (node->IsRootNode())
19036
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
19037
19038
0
    int max_depth = 0;
19039
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19040
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
19041
19042
    // Write to text buffer
19043
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
19044
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19045
0
    {
19046
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
19047
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
19048
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
19049
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
19050
0
        if (node_settings->ParentNodeId)
19051
0
        {
19052
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
19053
0
        }
19054
0
        else
19055
0
        {
19056
0
            if (node_settings->ParentWindowId)
19057
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
19058
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
19059
0
        }
19060
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
19061
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
19062
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
19063
0
            buf->appendf(" NoResize=1");
19064
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
19065
0
            buf->appendf(" CentralNode=1");
19066
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
19067
0
            buf->appendf(" NoTabBar=1");
19068
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
19069
0
            buf->appendf(" HiddenTabBar=1");
19070
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
19071
0
            buf->appendf(" NoWindowMenuButton=1");
19072
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
19073
0
            buf->appendf(" NoCloseButton=1");
19074
0
        if (node_settings->SelectedTabId)
19075
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
19076
19077
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
19078
0
        if (g.IO.ConfigDebugIniSettings)
19079
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
19080
0
            {
19081
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
19082
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
19083
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
19084
                // Iterate settings so we can give info about windows that didn't exist during the session.
19085
0
                int contains_window = 0;
19086
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19087
0
                    if (settings->DockId == node_settings->ID)
19088
0
                    {
19089
0
                        if (contains_window++ == 0)
19090
0
                            buf->appendf(" ; contains ");
19091
0
                        buf->appendf("'%s' ", settings->GetName());
19092
0
                    }
19093
0
            }
19094
19095
0
        buf->appendf("\n");
19096
0
    }
19097
0
    buf->appendf("\n");
19098
0
}
19099
19100
19101
//-----------------------------------------------------------------------------
19102
// [SECTION] PLATFORM DEPENDENT HELPERS
19103
//-----------------------------------------------------------------------------
19104
19105
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
19106
19107
#ifdef _MSC_VER
19108
#pragma comment(lib, "user32")
19109
#pragma comment(lib, "kernel32")
19110
#endif
19111
19112
// Win32 clipboard implementation
19113
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
19114
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19115
{
19116
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19117
    g.ClipboardHandlerData.clear();
19118
    if (!::OpenClipboard(NULL))
19119
        return NULL;
19120
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
19121
    if (wbuf_handle == NULL)
19122
    {
19123
        ::CloseClipboard();
19124
        return NULL;
19125
    }
19126
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
19127
    {
19128
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
19129
        g.ClipboardHandlerData.resize(buf_len);
19130
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
19131
    }
19132
    ::GlobalUnlock(wbuf_handle);
19133
    ::CloseClipboard();
19134
    return g.ClipboardHandlerData.Data;
19135
}
19136
19137
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19138
{
19139
    if (!::OpenClipboard(NULL))
19140
        return;
19141
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
19142
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
19143
    if (wbuf_handle == NULL)
19144
    {
19145
        ::CloseClipboard();
19146
        return;
19147
    }
19148
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
19149
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
19150
    ::GlobalUnlock(wbuf_handle);
19151
    ::EmptyClipboard();
19152
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
19153
        ::GlobalFree(wbuf_handle);
19154
    ::CloseClipboard();
19155
}
19156
19157
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
19158
19159
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
19160
static PasteboardRef main_clipboard = 0;
19161
19162
// OSX clipboard implementation
19163
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
19164
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19165
{
19166
    if (!main_clipboard)
19167
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19168
    PasteboardClear(main_clipboard);
19169
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
19170
    if (cf_data)
19171
    {
19172
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
19173
        CFRelease(cf_data);
19174
    }
19175
}
19176
19177
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19178
{
19179
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19180
    if (!main_clipboard)
19181
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19182
    PasteboardSynchronize(main_clipboard);
19183
19184
    ItemCount item_count = 0;
19185
    PasteboardGetItemCount(main_clipboard, &item_count);
19186
    for (ItemCount i = 0; i < item_count; i++)
19187
    {
19188
        PasteboardItemID item_id = 0;
19189
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
19190
        CFArrayRef flavor_type_array = 0;
19191
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
19192
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
19193
        {
19194
            CFDataRef cf_data;
19195
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
19196
            {
19197
                g.ClipboardHandlerData.clear();
19198
                int length = (int)CFDataGetLength(cf_data);
19199
                g.ClipboardHandlerData.resize(length + 1);
19200
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
19201
                g.ClipboardHandlerData[length] = 0;
19202
                CFRelease(cf_data);
19203
                return g.ClipboardHandlerData.Data;
19204
            }
19205
        }
19206
    }
19207
    return NULL;
19208
}
19209
19210
#else
19211
19212
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
19213
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19214
0
{
19215
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19216
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
19217
0
}
19218
19219
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
19220
0
{
19221
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19222
0
    g.ClipboardHandlerData.clear();
19223
0
    const char* text_end = text + strlen(text);
19224
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
19225
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
19226
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
19227
0
}
19228
19229
#endif
19230
19231
// Win32 API IME support (for Asian languages, etc.)
19232
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
19233
19234
#include <imm.h>
19235
#ifdef _MSC_VER
19236
#pragma comment(lib, "imm32")
19237
#endif
19238
19239
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
19240
{
19241
    // Notify OS Input Method Editor of text input position
19242
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
19243
    if (hwnd == 0)
19244
        return;
19245
19246
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
19247
    if (HIMC himc = ::ImmGetContext(hwnd))
19248
    {
19249
        COMPOSITIONFORM composition_form = {};
19250
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19251
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19252
        composition_form.dwStyle = CFS_FORCE_POSITION;
19253
        ::ImmSetCompositionWindow(himc, &composition_form);
19254
        CANDIDATEFORM candidate_form = {};
19255
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
19256
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19257
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19258
        ::ImmSetCandidateWindow(himc, &candidate_form);
19259
        ::ImmReleaseContext(hwnd, himc);
19260
    }
19261
}
19262
19263
#else
19264
19265
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
19266
19267
#endif
19268
19269
//-----------------------------------------------------------------------------
19270
// [SECTION] METRICS/DEBUGGER WINDOW
19271
//-----------------------------------------------------------------------------
19272
// - RenderViewportThumbnail() [Internal]
19273
// - RenderViewportsThumbnails() [Internal]
19274
// - DebugTextEncoding()
19275
// - MetricsHelpMarker() [Internal]
19276
// - ShowFontAtlas() [Internal]
19277
// - ShowMetricsWindow()
19278
// - DebugNodeColumns() [Internal]
19279
// - DebugNodeDockNode() [Internal]
19280
// - DebugNodeDrawList() [Internal]
19281
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
19282
// - DebugNodeFont() [Internal]
19283
// - DebugNodeFontGlyph() [Internal]
19284
// - DebugNodeStorage() [Internal]
19285
// - DebugNodeTabBar() [Internal]
19286
// - DebugNodeViewport() [Internal]
19287
// - DebugNodeWindow() [Internal]
19288
// - DebugNodeWindowSettings() [Internal]
19289
// - DebugNodeWindowsList() [Internal]
19290
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19291
//-----------------------------------------------------------------------------
19292
19293
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19294
19295
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19296
0
{
19297
0
    ImGuiContext& g = *GImGui;
19298
0
    ImGuiWindow* window = g.CurrentWindow;
19299
19300
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19301
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19302
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19303
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19304
0
    for (ImGuiWindow* thumb_window : g.Windows)
19305
0
    {
19306
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19307
0
            continue;
19308
0
        if (thumb_window->Viewport != viewport)
19309
0
            continue;
19310
19311
0
        ImRect thumb_r = thumb_window->Rect();
19312
0
        ImRect title_r = thumb_window->TitleBarRect();
19313
0
        thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off +  thumb_r.Max * scale));
19314
0
        title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
19315
0
        thumb_r.ClipWithFull(bb);
19316
0
        title_r.ClipWithFull(bb);
19317
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19318
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19319
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19320
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19321
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19322
0
    }
19323
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19324
0
}
19325
19326
static void RenderViewportsThumbnails()
19327
0
{
19328
0
    ImGuiContext& g = *GImGui;
19329
0
    ImGuiWindow* window = g.CurrentWindow;
19330
19331
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
19332
0
    float SCALE = 1.0f / 8.0f;
19333
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19334
0
    for (ImGuiViewportP* viewport : g.Viewports)
19335
0
        bb_full.Add(viewport->GetMainRect());
19336
0
    ImVec2 p = window->DC.CursorPos;
19337
0
    ImVec2 off = p - bb_full.Min * SCALE;
19338
0
    for (ImGuiViewportP* viewport : g.Viewports)
19339
0
    {
19340
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19341
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19342
0
    }
19343
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19344
0
}
19345
19346
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19347
0
{
19348
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19349
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19350
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19351
0
}
19352
19353
// Draw an arbitrary US keyboard layout to visualize translated keys
19354
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19355
0
{
19356
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
19357
0
    const float  key_rounding = 3.0f;
19358
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
19359
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
19360
0
    const float  key_face_rounding = 2.0f;
19361
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
19362
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19363
0
    const float  key_row_offset = 9.0f;
19364
19365
0
    ImVec2 board_min = GetCursorScreenPos();
19366
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19367
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19368
19369
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19370
0
    const KeyLayoutData keys_to_display[] =
19371
0
    {
19372
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19373
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19374
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19375
0
    };
19376
19377
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19378
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19379
0
    Dummy(board_max - board_min);
19380
0
    if (!IsItemVisible())
19381
0
        return;
19382
0
    draw_list->PushClipRect(board_min, board_max, true);
19383
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19384
0
    {
19385
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19386
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19387
0
        ImVec2 key_max = key_min + key_size;
19388
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19389
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19390
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19391
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19392
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19393
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19394
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19395
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19396
0
        if (IsKeyDown(key_data->Key))
19397
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19398
0
    }
19399
0
    draw_list->PopClipRect();
19400
0
}
19401
19402
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19403
void ImGui::DebugTextEncoding(const char* str)
19404
0
{
19405
0
    Text("Text: \"%s\"", str);
19406
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19407
0
        return;
19408
0
    TableSetupColumn("Offset");
19409
0
    TableSetupColumn("UTF-8");
19410
0
    TableSetupColumn("Glyph");
19411
0
    TableSetupColumn("Codepoint");
19412
0
    TableHeadersRow();
19413
0
    for (const char* p = str; *p != 0; )
19414
0
    {
19415
0
        unsigned int c;
19416
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19417
0
        TableNextColumn();
19418
0
        Text("%d", (int)(p - str));
19419
0
        TableNextColumn();
19420
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19421
0
        {
19422
0
            if (byte_index > 0)
19423
0
                SameLine();
19424
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19425
0
        }
19426
0
        TableNextColumn();
19427
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19428
0
            TextUnformatted(p, p + c_utf8_len);
19429
0
        else
19430
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19431
0
        TableNextColumn();
19432
0
        Text("U+%04X", (int)c);
19433
0
        p += c_utf8_len;
19434
0
    }
19435
0
    EndTable();
19436
0
}
19437
19438
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19439
static void MetricsHelpMarker(const char* desc)
19440
0
{
19441
0
    ImGui::TextDisabled("(?)");
19442
0
    if (ImGui::BeginItemTooltip())
19443
0
    {
19444
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19445
0
        ImGui::TextUnformatted(desc);
19446
0
        ImGui::PopTextWrapPos();
19447
0
        ImGui::EndTooltip();
19448
0
    }
19449
0
}
19450
19451
// [DEBUG] List fonts in a font atlas and display its texture
19452
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19453
0
{
19454
0
    for (ImFont* font : atlas->Fonts)
19455
0
    {
19456
0
        PushID(font);
19457
0
        DebugNodeFont(font);
19458
0
        PopID();
19459
0
    }
19460
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19461
0
    {
19462
0
        ImGuiContext& g = *GImGui;
19463
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19464
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19465
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19466
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19467
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19468
0
        TreePop();
19469
0
    }
19470
0
}
19471
19472
void ImGui::ShowMetricsWindow(bool* p_open)
19473
0
{
19474
0
    ImGuiContext& g = *GImGui;
19475
0
    ImGuiIO& io = g.IO;
19476
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19477
0
    if (cfg->ShowDebugLog)
19478
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19479
0
    if (cfg->ShowIDStackTool)
19480
0
        ShowIDStackToolWindow(&cfg->ShowIDStackTool);
19481
19482
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19483
0
    {
19484
0
        End();
19485
0
        return;
19486
0
    }
19487
19488
    // Basic info
19489
0
    Text("Dear ImGui %s", GetVersion());
19490
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19491
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19492
0
    Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
19493
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19494
19495
0
    Separator();
19496
19497
    // Debugging enums
19498
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19499
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19500
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19501
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19502
0
    if (cfg->ShowWindowsRectsType < 0)
19503
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19504
0
    if (cfg->ShowTablesRectsType < 0)
19505
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19506
19507
0
    struct Funcs
19508
0
    {
19509
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19510
0
        {
19511
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19512
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19513
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19514
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19515
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19516
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19517
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19518
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19519
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19520
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19521
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
19522
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
19523
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19524
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19525
0
            IM_ASSERT(0);
19526
0
            return ImRect();
19527
0
        }
19528
19529
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19530
0
        {
19531
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19532
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19533
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19534
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19535
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19536
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19537
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19538
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19539
0
            IM_ASSERT(0);
19540
0
            return ImRect();
19541
0
        }
19542
0
    };
19543
19544
    // Tools
19545
0
    if (TreeNode("Tools"))
19546
0
    {
19547
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
19548
0
        SameLine();
19549
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
19550
0
        if (show_encoding_viewer)
19551
0
        {
19552
0
            static char buf[100] = "";
19553
0
            SetNextItemWidth(-FLT_MIN);
19554
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
19555
0
            if (buf[0] != 0)
19556
0
                DebugTextEncoding(buf);
19557
0
            TreePop();
19558
0
        }
19559
19560
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19561
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19562
0
            DebugStartItemPicker();
19563
0
        SameLine();
19564
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19565
19566
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19567
0
        SameLine();
19568
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19569
19570
0
        Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
19571
0
        SameLine();
19572
0
        MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
19573
19574
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19575
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19576
0
        SameLine();
19577
0
        SetNextItemWidth(GetFontSize() * 12);
19578
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19579
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19580
0
        {
19581
0
            BulletText("'%s':", g.NavWindow->Name);
19582
0
            Indent();
19583
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19584
0
            {
19585
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19586
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19587
0
            }
19588
0
            Unindent();
19589
0
        }
19590
19591
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19592
0
        SameLine();
19593
0
        SetNextItemWidth(GetFontSize() * 12);
19594
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19595
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19596
0
        {
19597
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19598
0
            {
19599
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19600
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19601
0
                    continue;
19602
19603
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19604
0
                if (IsItemHovered())
19605
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19606
0
                Indent();
19607
0
                char buf[128];
19608
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19609
0
                {
19610
0
                    if (rect_n >= TRT_ColumnsRect)
19611
0
                    {
19612
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19613
0
                            continue;
19614
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19615
0
                        {
19616
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19617
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19618
0
                            Selectable(buf);
19619
0
                            if (IsItemHovered())
19620
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19621
0
                        }
19622
0
                    }
19623
0
                    else
19624
0
                    {
19625
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19626
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19627
0
                        Selectable(buf);
19628
0
                        if (IsItemHovered())
19629
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19630
0
                    }
19631
0
                }
19632
0
                Unindent();
19633
0
            }
19634
0
        }
19635
0
        Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
19636
19637
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19638
0
        SameLine();
19639
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19640
19641
0
        TreePop();
19642
0
    }
19643
19644
    // Windows
19645
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19646
0
    {
19647
        //SetNextItemOpen(true, ImGuiCond_Once);
19648
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19649
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19650
0
        if (TreeNode("By submission order (begin stack)"))
19651
0
        {
19652
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19653
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19654
0
            temp_buffer.resize(0);
19655
0
            for (ImGuiWindow* window : g.Windows)
19656
0
                if (window->LastFrameActive + 1 >= g.FrameCount)
19657
0
                    temp_buffer.push_back(window);
19658
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19659
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19660
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19661
0
            TreePop();
19662
0
        }
19663
19664
0
        TreePop();
19665
0
    }
19666
19667
    // DrawLists
19668
0
    int drawlist_count = 0;
19669
0
    for (ImGuiViewportP* viewport : g.Viewports)
19670
0
        drawlist_count += viewport->DrawDataP.CmdLists.Size;
19671
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19672
0
    {
19673
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19674
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19675
0
        for (ImGuiViewportP* viewport : g.Viewports)
19676
0
        {
19677
0
            bool viewport_has_drawlist = false;
19678
0
            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
19679
0
            {
19680
0
                if (!viewport_has_drawlist)
19681
0
                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19682
0
                viewport_has_drawlist = true;
19683
0
                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
19684
0
            }
19685
0
        }
19686
0
        TreePop();
19687
0
    }
19688
19689
    // Viewports
19690
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19691
0
    {
19692
0
        Indent(GetTreeNodeToLabelSpacing());
19693
0
        RenderViewportsThumbnails();
19694
0
        Unindent(GetTreeNodeToLabelSpacing());
19695
19696
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19697
0
        SameLine();
19698
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19699
0
        if (open)
19700
0
        {
19701
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19702
0
            {
19703
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19704
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19705
0
                    i, mon.DpiScale * 100.0f,
19706
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19707
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19708
0
            }
19709
0
            TreePop();
19710
0
        }
19711
19712
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19713
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19714
0
        {
19715
0
            static ImVector<ImGuiViewportP*> viewports;
19716
0
            viewports.resize(g.Viewports.Size);
19717
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19718
0
            if (viewports.Size > 1)
19719
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
19720
0
            for (ImGuiViewportP* viewport : viewports)
19721
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
19722
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
19723
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
19724
0
                    viewport->Window ? viewport->Window->Name : "N/A");
19725
0
            TreePop();
19726
0
        }
19727
0
        for (ImGuiViewportP* viewport : g.Viewports)
19728
0
            DebugNodeViewport(viewport);
19729
0
        TreePop();
19730
0
    }
19731
19732
    // Details for Popups
19733
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19734
0
    {
19735
0
        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
19736
0
        {
19737
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19738
0
            ImGuiWindow* window = popup_data.Window;
19739
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19740
0
                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19741
0
                popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19742
0
        }
19743
0
        TreePop();
19744
0
    }
19745
19746
    // Details for TabBars
19747
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19748
0
    {
19749
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19750
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19751
0
            {
19752
0
                PushID(tab_bar);
19753
0
                DebugNodeTabBar(tab_bar, "TabBar");
19754
0
                PopID();
19755
0
            }
19756
0
        TreePop();
19757
0
    }
19758
19759
    // Details for Tables
19760
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19761
0
    {
19762
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19763
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19764
0
                DebugNodeTable(table);
19765
0
        TreePop();
19766
0
    }
19767
19768
    // Details for Fonts
19769
0
    ImFontAtlas* atlas = g.IO.Fonts;
19770
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19771
0
    {
19772
0
        ShowFontAtlas(atlas);
19773
0
        TreePop();
19774
0
    }
19775
19776
    // Details for InputText
19777
0
    if (TreeNode("InputText"))
19778
0
    {
19779
0
        DebugNodeInputTextState(&g.InputTextState);
19780
0
        TreePop();
19781
0
    }
19782
19783
    // Details for TypingSelect
19784
0
    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
19785
0
    {
19786
0
        DebugNodeTypingSelectState(&g.TypingSelectState);
19787
0
        TreePop();
19788
0
    }
19789
19790
    // Details for Docking
19791
0
#ifdef IMGUI_HAS_DOCK
19792
0
    if (TreeNode("Docking"))
19793
0
    {
19794
0
        static bool root_nodes_only = true;
19795
0
        ImGuiDockContext* dc = &g.DockContext;
19796
0
        Checkbox("List root nodes", &root_nodes_only);
19797
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19798
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19799
0
        SameLine();
19800
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19801
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19802
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19803
0
                if (!root_nodes_only || node->IsRootNode())
19804
0
                    DebugNodeDockNode(node, "Node");
19805
0
        TreePop();
19806
0
    }
19807
0
#endif // #ifdef IMGUI_HAS_DOCK
19808
19809
    // Settings
19810
0
    if (TreeNode("Settings"))
19811
0
    {
19812
0
        if (SmallButton("Clear"))
19813
0
            ClearIniSettings();
19814
0
        SameLine();
19815
0
        if (SmallButton("Save to memory"))
19816
0
            SaveIniSettingsToMemory();
19817
0
        SameLine();
19818
0
        if (SmallButton("Save to disk"))
19819
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19820
0
        SameLine();
19821
0
        if (g.IO.IniFilename)
19822
0
            Text("\"%s\"", g.IO.IniFilename);
19823
0
        else
19824
0
            TextUnformatted("<NULL>");
19825
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
19826
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19827
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19828
0
        {
19829
0
            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
19830
0
                BulletText("\"%s\"", handler.TypeName);
19831
0
            TreePop();
19832
0
        }
19833
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19834
0
        {
19835
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19836
0
                DebugNodeWindowSettings(settings);
19837
0
            TreePop();
19838
0
        }
19839
19840
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19841
0
        {
19842
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19843
0
                DebugNodeTableSettings(settings);
19844
0
            TreePop();
19845
0
        }
19846
19847
0
#ifdef IMGUI_HAS_DOCK
19848
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19849
0
        {
19850
0
            ImGuiDockContext* dc = &g.DockContext;
19851
0
            Text("In SettingsWindows:");
19852
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19853
0
                if (settings->DockId != 0)
19854
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
19855
0
            Text("In SettingsNodes:");
19856
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19857
0
            {
19858
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19859
0
                const char* selected_tab_name = NULL;
19860
0
                if (settings->SelectedTabId)
19861
0
                {
19862
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19863
0
                        selected_tab_name = window->Name;
19864
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19865
0
                        selected_tab_name = window_settings->GetName();
19866
0
                }
19867
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19868
0
            }
19869
0
            TreePop();
19870
0
        }
19871
0
#endif // #ifdef IMGUI_HAS_DOCK
19872
19873
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19874
0
        {
19875
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19876
0
            TreePop();
19877
0
        }
19878
0
        TreePop();
19879
0
    }
19880
19881
    // Settings
19882
0
    if (TreeNode("Memory allocations"))
19883
0
    {
19884
0
        ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
19885
0
        Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
19886
0
        Text("Recent frames with allocations:");
19887
0
        int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
19888
0
        for (int n = buf_size - 1; n >= 0; n--)
19889
0
        {
19890
0
            ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
19891
0
            BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
19892
0
        }
19893
0
        TreePop();
19894
0
    }
19895
19896
0
    if (TreeNode("Inputs"))
19897
0
    {
19898
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19899
0
        {
19900
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19901
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19902
0
            Indent();
19903
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19904
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19905
#else
19906
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19907
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19908
#endif
19909
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19910
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19911
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19912
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19913
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19914
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19915
0
            Unindent();
19916
0
        }
19917
19918
0
        Text("MOUSE STATE");
19919
0
        {
19920
0
            Indent();
19921
0
            if (IsMousePosValid())
19922
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19923
0
            else
19924
0
                Text("Mouse pos: <INVALID>");
19925
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19926
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19927
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19928
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19929
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19930
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19931
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
19932
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
19933
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19934
0
            Unindent();
19935
0
        }
19936
19937
0
        Text("MOUSE WHEELING");
19938
0
        {
19939
0
            Indent();
19940
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19941
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19942
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19943
0
            Unindent();
19944
0
        }
19945
19946
0
        Text("KEY OWNERS");
19947
0
        {
19948
0
            Indent();
19949
0
            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19950
0
            {
19951
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19952
0
                {
19953
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
19954
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19955
0
                        continue;
19956
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19957
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19958
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19959
0
                }
19960
0
                EndListBox();
19961
0
            }
19962
0
            Unindent();
19963
0
        }
19964
0
        Text("SHORTCUT ROUTING");
19965
0
        {
19966
0
            Indent();
19967
0
            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19968
0
            {
19969
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19970
0
                {
19971
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
19972
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
19973
0
                    {
19974
0
                        char key_chord_name[64];
19975
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
19976
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
19977
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
19978
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
19979
0
                        idx = routing_data->NextEntryIndex;
19980
0
                    }
19981
0
                }
19982
0
                EndListBox();
19983
0
            }
19984
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19985
0
            Unindent();
19986
0
        }
19987
0
        TreePop();
19988
0
    }
19989
19990
0
    if (TreeNode("Internal state"))
19991
0
    {
19992
0
        Text("WINDOWING");
19993
0
        Indent();
19994
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
19995
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
19996
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
19997
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
19998
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
19999
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20000
0
        Unindent();
20001
20002
0
        Text("ITEMS");
20003
0
        Indent();
20004
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
20005
0
        DebugLocateItemOnHover(g.ActiveId);
20006
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
20007
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20008
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
20009
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
20010
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
20011
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
20012
0
        Unindent();
20013
20014
0
        Text("NAV,FOCUS");
20015
0
        Indent();
20016
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
20017
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
20018
0
        DebugLocateItemOnHover(g.NavId);
20019
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
20020
0
        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
20021
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
20022
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
20023
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
20024
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
20025
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
20026
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
20027
0
        Unindent();
20028
20029
0
        TreePop();
20030
0
    }
20031
20032
    // Overlay: Display windows Rectangles and Begin Order
20033
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
20034
0
    {
20035
0
        for (ImGuiWindow* window : g.Windows)
20036
0
        {
20037
0
            if (!window->WasActive)
20038
0
                continue;
20039
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
20040
0
            if (cfg->ShowWindowsRects)
20041
0
            {
20042
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
20043
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20044
0
            }
20045
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
20046
0
            {
20047
0
                char buf[32];
20048
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
20049
0
                float font_size = GetFontSize();
20050
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
20051
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
20052
0
            }
20053
0
        }
20054
0
    }
20055
20056
    // Overlay: Display Tables Rectangles
20057
0
    if (cfg->ShowTablesRects)
20058
0
    {
20059
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
20060
0
        {
20061
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
20062
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
20063
0
                continue;
20064
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
20065
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
20066
0
            {
20067
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
20068
0
                {
20069
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
20070
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
20071
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
20072
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
20073
0
                }
20074
0
            }
20075
0
            else
20076
0
            {
20077
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
20078
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20079
0
            }
20080
0
        }
20081
0
    }
20082
20083
0
#ifdef IMGUI_HAS_DOCK
20084
    // Overlay: Display Docking info
20085
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
20086
0
    {
20087
0
        char buf[64] = "";
20088
0
        char* p = buf;
20089
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
20090
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
20091
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
20092
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
20093
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
20094
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
20095
0
        int depth = DockNodeGetDepth(node);
20096
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
20097
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
20098
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
20099
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
20100
0
    }
20101
0
#endif // #ifdef IMGUI_HAS_DOCK
20102
20103
0
    End();
20104
0
}
20105
20106
// [DEBUG] Display contents of Columns
20107
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
20108
0
{
20109
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
20110
0
        return;
20111
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
20112
0
    for (ImGuiOldColumnData& column : columns->Columns)
20113
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
20114
0
    TreePop();
20115
0
}
20116
20117
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
20118
0
{
20119
0
    using namespace ImGui;
20120
0
    PushID(label);
20121
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
20122
0
    Text("%s:", label);
20123
0
    if (!enabled)
20124
0
        BeginDisabled();
20125
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
20126
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
20127
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
20128
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
20129
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
20130
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
20131
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
20132
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
20133
0
    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
20134
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
20135
0
    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
20136
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
20137
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
20138
0
    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
20139
0
    if (!enabled)
20140
0
        EndDisabled();
20141
0
    PopStyleVar();
20142
0
    PopID();
20143
0
}
20144
20145
// [DEBUG] Display contents of ImDockNode
20146
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
20147
0
{
20148
0
    ImGuiContext& g = *GImGui;
20149
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
20150
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
20151
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20152
0
    bool open;
20153
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20154
0
    if (node->Windows.Size > 0)
20155
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20156
0
    else
20157
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20158
0
    if (!is_alive) { PopStyleColor(); }
20159
0
    if (is_active && IsItemHovered())
20160
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
20161
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
20162
0
    if (open)
20163
0
    {
20164
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
20165
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
20166
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
20167
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
20168
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
20169
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
20170
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
20171
0
        BulletText("Misc:%s%s%s%s%s%s%s",
20172
0
            node->IsDockSpace() ? " IsDockSpace" : "",
20173
0
            node->IsCentralNode() ? " IsCentralNode" : "",
20174
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
20175
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
20176
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
20177
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
20178
0
        {
20179
0
            if (BeginTable("flags", 4))
20180
0
            {
20181
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
20182
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
20183
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
20184
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
20185
0
                EndTable();
20186
0
            }
20187
0
            TreePop();
20188
0
        }
20189
0
        if (node->ParentNode)
20190
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
20191
0
        if (node->ChildNodes[0])
20192
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
20193
0
        if (node->ChildNodes[1])
20194
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
20195
0
        if (node->TabBar)
20196
0
            DebugNodeTabBar(node->TabBar, "TabBar");
20197
0
        DebugNodeWindowsList(&node->Windows, "Windows");
20198
20199
0
        TreePop();
20200
0
    }
20201
0
}
20202
20203
// [DEBUG] Display contents of ImDrawList
20204
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
20205
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
20206
0
{
20207
0
    ImGuiContext& g = *GImGui;
20208
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
20209
0
    int cmd_count = draw_list->CmdBuffer.Size;
20210
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
20211
0
        cmd_count--;
20212
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
20213
0
    if (draw_list == GetWindowDrawList())
20214
0
    {
20215
0
        SameLine();
20216
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
20217
0
        if (node_open)
20218
0
            TreePop();
20219
0
        return;
20220
0
    }
20221
20222
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
20223
0
    if (window && IsItemHovered() && fg_draw_list)
20224
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20225
0
    if (!node_open)
20226
0
        return;
20227
20228
0
    if (window && !window->WasActive)
20229
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
20230
20231
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
20232
0
    {
20233
0
        if (pcmd->UserCallback)
20234
0
        {
20235
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
20236
0
            continue;
20237
0
        }
20238
20239
0
        char buf[300];
20240
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
20241
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
20242
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
20243
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
20244
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
20245
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
20246
0
        if (!pcmd_node_open)
20247
0
            continue;
20248
20249
        // Calculate approximate coverage area (touched pixel count)
20250
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
20251
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
20252
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
20253
0
        float total_area = 0.0f;
20254
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
20255
0
        {
20256
0
            ImVec2 triangle[3];
20257
0
            for (int n = 0; n < 3; n++, idx_n++)
20258
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
20259
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
20260
0
        }
20261
20262
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
20263
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
20264
0
        Selectable(buf);
20265
0
        if (IsItemHovered() && fg_draw_list)
20266
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
20267
20268
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
20269
0
        ImGuiListClipper clipper;
20270
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
20271
0
        while (clipper.Step())
20272
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
20273
0
            {
20274
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
20275
0
                ImVec2 triangle[3];
20276
0
                for (int n = 0; n < 3; n++, idx_i++)
20277
0
                {
20278
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
20279
0
                    triangle[n] = v.pos;
20280
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
20281
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
20282
0
                }
20283
20284
0
                Selectable(buf, false);
20285
0
                if (fg_draw_list && IsItemHovered())
20286
0
                {
20287
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
20288
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20289
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
20290
0
                    fg_draw_list->Flags = backup_flags;
20291
0
                }
20292
0
            }
20293
0
        TreePop();
20294
0
    }
20295
0
    TreePop();
20296
0
}
20297
20298
// [DEBUG] Display mesh/aabb of a ImDrawCmd
20299
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
20300
0
{
20301
0
    IM_ASSERT(show_mesh || show_aabb);
20302
20303
    // Draw wire-frame version of all triangles
20304
0
    ImRect clip_rect = draw_cmd->ClipRect;
20305
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20306
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20307
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20308
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20309
0
    {
20310
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20311
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20312
20313
0
        ImVec2 triangle[3];
20314
0
        for (int n = 0; n < 3; n++, idx_n++)
20315
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20316
0
        if (show_mesh)
20317
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20318
0
    }
20319
    // Draw bounding boxes
20320
0
    if (show_aabb)
20321
0
    {
20322
0
        out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20323
0
        out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20324
0
    }
20325
0
    out_draw_list->Flags = backup_flags;
20326
0
}
20327
20328
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20329
void ImGui::DebugNodeFont(ImFont* font)
20330
0
{
20331
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20332
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20333
0
    SameLine();
20334
0
    if (SmallButton("Set as default"))
20335
0
        GetIO().FontDefault = font;
20336
0
    if (!opened)
20337
0
        return;
20338
20339
    // Display preview text
20340
0
    PushFont(font);
20341
0
    Text("The quick brown fox jumps over the lazy dog");
20342
0
    PopFont();
20343
20344
    // Display details
20345
0
    SetNextItemWidth(GetFontSize() * 8);
20346
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20347
0
    SameLine(); MetricsHelpMarker(
20348
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
20349
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20350
0
        "You may oversample them to get some flexibility with scaling. "
20351
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20352
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20353
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20354
0
    char c_str[5];
20355
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20356
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20357
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20358
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20359
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20360
0
        if (font->ConfigData)
20361
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20362
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20363
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20364
20365
    // Display all glyphs of the fonts in separate pages of 256 characters
20366
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20367
0
    {
20368
0
        ImDrawList* draw_list = GetWindowDrawList();
20369
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20370
0
        const float cell_size = font->FontSize * 1;
20371
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20372
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20373
0
        {
20374
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20375
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20376
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20377
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20378
0
            {
20379
0
                base += 4096 - 256;
20380
0
                continue;
20381
0
            }
20382
20383
0
            int count = 0;
20384
0
            for (unsigned int n = 0; n < 256; n++)
20385
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20386
0
                    count++;
20387
0
            if (count <= 0)
20388
0
                continue;
20389
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20390
0
                continue;
20391
20392
            // Draw a 16x16 grid of glyphs
20393
0
            ImVec2 base_pos = GetCursorScreenPos();
20394
0
            for (unsigned int n = 0; n < 256; n++)
20395
0
            {
20396
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20397
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20398
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20399
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20400
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20401
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20402
0
                if (!glyph)
20403
0
                    continue;
20404
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20405
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20406
0
                {
20407
0
                    DebugNodeFontGlyph(font, glyph);
20408
0
                    EndTooltip();
20409
0
                }
20410
0
            }
20411
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20412
0
            TreePop();
20413
0
        }
20414
0
        TreePop();
20415
0
    }
20416
0
    TreePop();
20417
0
}
20418
20419
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20420
0
{
20421
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20422
0
    Separator();
20423
0
    Text("Visible: %d", glyph->Visible);
20424
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20425
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20426
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20427
0
}
20428
20429
// [DEBUG] Display contents of ImGuiStorage
20430
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20431
0
{
20432
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20433
0
        return;
20434
0
    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
20435
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20436
0
    TreePop();
20437
0
}
20438
20439
// [DEBUG] Display contents of ImGuiTabBar
20440
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20441
0
{
20442
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20443
0
    char buf[256];
20444
0
    char* p = buf;
20445
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20446
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20447
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20448
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20449
0
    {
20450
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20451
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20452
0
    }
20453
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20454
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20455
0
    bool open = TreeNode(label, "%s", buf);
20456
0
    if (!is_active) { PopStyleColor(); }
20457
0
    if (is_active && IsItemHovered())
20458
0
    {
20459
0
        ImDrawList* draw_list = GetForegroundDrawList();
20460
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20461
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20462
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20463
0
    }
20464
0
    if (open)
20465
0
    {
20466
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20467
0
        {
20468
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20469
0
            PushID(tab);
20470
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20471
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20472
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20473
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20474
0
            PopID();
20475
0
        }
20476
0
        TreePop();
20477
0
    }
20478
0
}
20479
20480
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20481
0
{
20482
0
    SetNextItemOpen(true, ImGuiCond_Once);
20483
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
20484
0
    {
20485
0
        ImGuiWindowFlags flags = viewport->Flags;
20486
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20487
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20488
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20489
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20490
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20491
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20492
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20493
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20494
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20495
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20496
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20497
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20498
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20499
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20500
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20501
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20502
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20503
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20504
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20505
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20506
0
        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20507
0
            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20508
0
        TreePop();
20509
0
    }
20510
0
}
20511
20512
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20513
0
{
20514
0
    if (window == NULL)
20515
0
    {
20516
0
        BulletText("%s: NULL", label);
20517
0
        return;
20518
0
    }
20519
20520
0
    ImGuiContext& g = *GImGui;
20521
0
    const bool is_active = window->WasActive;
20522
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20523
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20524
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
20525
0
    if (!is_active) { PopStyleColor(); }
20526
0
    if (IsItemHovered() && is_active)
20527
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20528
0
    if (!open)
20529
0
        return;
20530
20531
0
    if (window->MemoryCompacted)
20532
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
20533
20534
0
    ImGuiWindowFlags flags = window->Flags;
20535
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
20536
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
20537
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
20538
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
20539
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
20540
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
20541
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
20542
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
20543
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
20544
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
20545
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20546
0
    {
20547
0
        ImRect r = window->NavRectRel[layer];
20548
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
20549
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
20550
0
        else
20551
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
20552
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
20553
0
    }
20554
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
20555
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20556
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
20557
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
20558
20559
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
20560
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
20561
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
20562
0
    if (window->DockNode || window->DockNodeAsHost)
20563
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
20564
20565
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
20566
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
20567
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
20568
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
20569
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
20570
0
    {
20571
0
        for (ImGuiOldColumns& columns : window->ColumnsStorage)
20572
0
            DebugNodeColumns(&columns);
20573
0
        TreePop();
20574
0
    }
20575
0
    DebugNodeStorage(&window->StateStorage, "Storage");
20576
0
    TreePop();
20577
0
}
20578
20579
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
20580
0
{
20581
0
    if (settings->WantDelete)
20582
0
        BeginDisabled();
20583
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
20584
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
20585
0
    if (settings->WantDelete)
20586
0
        EndDisabled();
20587
0
}
20588
20589
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
20590
0
{
20591
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
20592
0
        return;
20593
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
20594
0
    {
20595
0
        PushID((*windows)[i]);
20596
0
        DebugNodeWindow((*windows)[i], "Window");
20597
0
        PopID();
20598
0
    }
20599
0
    TreePop();
20600
0
}
20601
20602
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
20603
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
20604
0
{
20605
0
    for (int i = 0; i < windows_size; i++)
20606
0
    {
20607
0
        ImGuiWindow* window = windows[i];
20608
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
20609
0
            continue;
20610
0
        char buf[20];
20611
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
20612
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
20613
0
        DebugNodeWindow(window, buf);
20614
0
        Indent();
20615
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
20616
0
        Unindent();
20617
0
    }
20618
0
}
20619
20620
//-----------------------------------------------------------------------------
20621
// [SECTION] DEBUG LOG WINDOW
20622
//-----------------------------------------------------------------------------
20623
20624
void ImGui::DebugLog(const char* fmt, ...)
20625
0
{
20626
0
    va_list args;
20627
0
    va_start(args, fmt);
20628
0
    DebugLogV(fmt, args);
20629
0
    va_end(args);
20630
0
}
20631
20632
void ImGui::DebugLogV(const char* fmt, va_list args)
20633
0
{
20634
0
    ImGuiContext& g = *GImGui;
20635
0
    const int old_size = g.DebugLogBuf.size();
20636
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20637
0
    g.DebugLogBuf.appendfv(fmt, args);
20638
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20639
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20640
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20641
#ifdef IMGUI_ENABLE_TEST_ENGINE
20642
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
20643
        IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size);
20644
#endif
20645
0
}
20646
20647
void ImGui::ShowDebugLogWindow(bool* p_open)
20648
0
{
20649
0
    ImGuiContext& g = *GImGui;
20650
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20651
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20652
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20653
0
    {
20654
0
        End();
20655
0
        return;
20656
0
    }
20657
20658
0
    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20659
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20660
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20661
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20662
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20663
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20664
    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);
20665
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20666
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20667
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20668
20669
0
    if (SmallButton("Clear"))
20670
0
    {
20671
0
        g.DebugLogBuf.clear();
20672
0
        g.DebugLogIndex.clear();
20673
0
    }
20674
0
    SameLine();
20675
0
    if (SmallButton("Copy"))
20676
0
        SetClipboardText(g.DebugLogBuf.c_str());
20677
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20678
20679
0
    ImGuiListClipper clipper;
20680
0
    clipper.Begin(g.DebugLogIndex.size());
20681
0
    while (clipper.Step())
20682
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20683
0
        {
20684
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20685
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20686
0
            TextUnformatted(line_begin, line_end);
20687
0
            ImRect text_rect = g.LastItemData.Rect;
20688
0
            if (IsItemHovered())
20689
0
                for (const char* p = line_begin; p <= line_end - 10; p++)
20690
0
                {
20691
0
                    ImGuiID id = 0;
20692
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20693
0
                        continue;
20694
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20695
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20696
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20697
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20698
0
                        DebugLocateItemOnHover(id);
20699
0
                    p += 10;
20700
0
                }
20701
0
        }
20702
0
    if (GetScrollY() >= GetScrollMaxY())
20703
0
        SetScrollHereY(1.0f);
20704
0
    EndChild();
20705
20706
0
    End();
20707
0
}
20708
20709
//-----------------------------------------------------------------------------
20710
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
20711
//-----------------------------------------------------------------------------
20712
20713
// Draw a small cross at current CursorPos in current window's DrawList
20714
void ImGui::DebugDrawCursorPos(ImU32 col)
20715
0
{
20716
0
    ImGuiContext& g = *GImGui;
20717
0
    ImGuiWindow* window = g.CurrentWindow;
20718
0
    ImVec2 pos = window->DC.CursorPos;
20719
0
    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
20720
0
    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
20721
0
}
20722
20723
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
20724
void ImGui::DebugDrawLineExtents(ImU32 col)
20725
0
{
20726
0
    ImGuiContext& g = *GImGui;
20727
0
    ImGuiWindow* window = g.CurrentWindow;
20728
0
    float curr_x = window->DC.CursorPos.x;
20729
0
    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
20730
0
    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
20731
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
20732
0
    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
20733
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
20734
0
}
20735
20736
// Draw last item rect in ForegroundDrawList (so it is always visible)
20737
void ImGui::DebugDrawItemRect(ImU32 col)
20738
0
{
20739
0
    ImGuiContext& g = *GImGui;
20740
0
    ImGuiWindow* window = g.CurrentWindow;
20741
0
    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
20742
0
}
20743
20744
// [DEBUG] Locate item position/rectangle given an ID.
20745
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20746
20747
void ImGui::DebugLocateItem(ImGuiID target_id)
20748
0
{
20749
0
    ImGuiContext& g = *GImGui;
20750
0
    g.DebugLocateId = target_id;
20751
0
    g.DebugLocateFrames = 2;
20752
0
}
20753
20754
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20755
0
{
20756
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20757
0
        return;
20758
0
    ImGuiContext& g = *GImGui;
20759
0
    DebugLocateItem(target_id);
20760
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20761
0
}
20762
20763
void ImGui::DebugLocateItemResolveWithLastItem()
20764
0
{
20765
0
    ImGuiContext& g = *GImGui;
20766
0
    ImGuiLastItemData item_data = g.LastItemData;
20767
0
    g.DebugLocateId = 0;
20768
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20769
0
    ImRect r = item_data.Rect;
20770
0
    r.Expand(3.0f);
20771
0
    ImVec2 p1 = g.IO.MousePos;
20772
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20773
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20774
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20775
0
}
20776
20777
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20778
void ImGui::UpdateDebugToolItemPicker()
20779
104k
{
20780
104k
    ImGuiContext& g = *GImGui;
20781
104k
    g.DebugItemPickerBreakId = 0;
20782
104k
    if (!g.DebugItemPickerActive)
20783
104k
        return;
20784
20785
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20786
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20787
0
    if (IsKeyPressed(ImGuiKey_Escape))
20788
0
        g.DebugItemPickerActive = false;
20789
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20790
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20791
0
    {
20792
0
        g.DebugItemPickerBreakId = hovered_id;
20793
0
        g.DebugItemPickerActive = false;
20794
0
    }
20795
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20796
0
        if (change_mapping && IsMouseClicked(mouse_button))
20797
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20798
0
    SetNextWindowBgAlpha(0.70f);
20799
0
    if (!BeginTooltip())
20800
0
        return;
20801
0
    Text("HoveredId: 0x%08X", hovered_id);
20802
0
    Text("Press ESC to abort picking.");
20803
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20804
0
    if (change_mapping)
20805
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20806
0
    else
20807
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20808
0
    EndTooltip();
20809
0
}
20810
20811
// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
20812
void ImGui::UpdateDebugToolStackQueries()
20813
104k
{
20814
104k
    ImGuiContext& g = *GImGui;
20815
104k
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20816
20817
    // Clear hook when id stack tool is not visible
20818
104k
    g.DebugHookIdInfo = 0;
20819
104k
    if (g.FrameCount != tool->LastActiveFrame + 1)
20820
104k
        return;
20821
20822
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20823
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20824
8
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20825
8
    if (tool->QueryId != query_id)
20826
0
    {
20827
0
        tool->QueryId = query_id;
20828
0
        tool->StackLevel = -1;
20829
0
        tool->Results.resize(0);
20830
0
    }
20831
8
    if (query_id == 0)
20832
8
        return;
20833
20834
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20835
0
    int stack_level = tool->StackLevel;
20836
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20837
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20838
0
            tool->StackLevel++;
20839
20840
    // Update hook
20841
0
    stack_level = tool->StackLevel;
20842
0
    if (stack_level == -1)
20843
0
        g.DebugHookIdInfo = query_id;
20844
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20845
0
    {
20846
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20847
0
        tool->Results[stack_level].QueryFrameCount++;
20848
0
    }
20849
0
}
20850
20851
// [DEBUG] ID Stack tool: hooks called by GetID() family functions
20852
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20853
0
{
20854
0
    ImGuiContext& g = *GImGui;
20855
0
    ImGuiWindow* window = g.CurrentWindow;
20856
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20857
20858
    // Step 0: stack query
20859
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20860
0
    if (tool->StackLevel == -1)
20861
0
    {
20862
0
        tool->StackLevel++;
20863
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20864
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20865
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20866
0
        return;
20867
0
    }
20868
20869
    // Step 1+: query for individual level
20870
0
    IM_ASSERT(tool->StackLevel >= 0);
20871
0
    if (tool->StackLevel != window->IDStack.Size)
20872
0
        return;
20873
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20874
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20875
20876
0
    switch (data_type)
20877
0
    {
20878
0
    case ImGuiDataType_S32:
20879
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20880
0
        break;
20881
0
    case ImGuiDataType_String:
20882
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20883
0
        break;
20884
0
    case ImGuiDataType_Pointer:
20885
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20886
0
        break;
20887
0
    case ImGuiDataType_ID:
20888
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20889
0
            return;
20890
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20891
0
        break;
20892
0
    default:
20893
0
        IM_ASSERT(0);
20894
0
    }
20895
0
    info->QuerySuccess = true;
20896
0
    info->DataType = data_type;
20897
0
}
20898
20899
static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20900
0
{
20901
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20902
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20903
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20904
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20905
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20906
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20907
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20908
0
        return (*buf = 0);
20909
#ifdef IMGUI_ENABLE_TEST_ENGINE
20910
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20911
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20912
#endif
20913
0
    return ImFormatString(buf, buf_size, "???");
20914
0
}
20915
20916
// ID Stack Tool: Display UI
20917
void ImGui::ShowIDStackToolWindow(bool* p_open)
20918
0
{
20919
0
    ImGuiContext& g = *GImGui;
20920
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20921
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20922
0
    if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20923
0
    {
20924
0
        End();
20925
0
        return;
20926
0
    }
20927
20928
    // Display hovered/active status
20929
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20930
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20931
0
    const ImGuiID active_id = g.ActiveId;
20932
#ifdef IMGUI_ENABLE_TEST_ENGINE
20933
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20934
#else
20935
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20936
0
#endif
20937
0
    SameLine();
20938
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20939
20940
    // CTRL+C to copy path
20941
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20942
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20943
0
    SameLine();
20944
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20945
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20946
0
    {
20947
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20948
0
        char* p = g.TempBuffer.Data;
20949
0
        char* p_end = p + g.TempBuffer.Size;
20950
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20951
0
        {
20952
0
            *p++ = '/';
20953
0
            char level_desc[256];
20954
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20955
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20956
0
            {
20957
0
                if (level_desc[n] == '/')
20958
0
                    *p++ = '\\';
20959
0
                *p++ = level_desc[n];
20960
0
            }
20961
0
        }
20962
0
        *p = '\0';
20963
0
        SetClipboardText(g.TempBuffer.Data);
20964
0
    }
20965
20966
    // Display decorated stack
20967
0
    tool->LastActiveFrame = g.FrameCount;
20968
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
20969
0
    {
20970
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
20971
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
20972
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
20973
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
20974
0
        TableHeadersRow();
20975
0
        for (int n = 0; n < tool->Results.Size; n++)
20976
0
        {
20977
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
20978
0
            TableNextColumn();
20979
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
20980
0
            TableNextColumn();
20981
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
20982
0
            TextUnformatted(g.TempBuffer.Data);
20983
0
            TableNextColumn();
20984
0
            Text("0x%08X", info->ID);
20985
0
            if (n == tool->Results.Size - 1)
20986
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
20987
0
        }
20988
0
        EndTable();
20989
0
    }
20990
0
    End();
20991
0
}
20992
20993
#else
20994
20995
void ImGui::ShowMetricsWindow(bool*) {}
20996
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
20997
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
20998
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
20999
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
21000
void ImGui::DebugNodeFont(ImFont*) {}
21001
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
21002
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
21003
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
21004
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
21005
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
21006
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
21007
21008
void ImGui::DebugLog(const char*, ...) {}
21009
void ImGui::DebugLogV(const char*, va_list) {}
21010
void ImGui::ShowDebugLogWindow(bool*) {}
21011
void ImGui::ShowIDStackToolWindow(bool*) {}
21012
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
21013
void ImGui::UpdateDebugToolItemPicker() {}
21014
void ImGui::UpdateDebugToolStackQueries() {}
21015
21016
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
21017
21018
//-----------------------------------------------------------------------------
21019
21020
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
21021
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
21022
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
21023
#include "imgui_user.inl"
21024
#endif
21025
21026
//-----------------------------------------------------------------------------
21027
21028
#endif // #ifndef IMGUI_DISABLE